ESCAPE ROOMS IN SCHOOLS: PHYSICAL AND VIRTUAL ENVIRONMENTS FOR LEARNING

Main Article Content

Andrea Benassi

Abstract

Escape rooms are group games where players are required to search for clues, solve puzzles and complete tasks in one or more rooms in order to achieve a pre-defined objective. Most often, the aim is to find a way of escaping from the room itself within a certain time limit. In recent years, escape rooms have grown in popularity and have started to be adopted for educational purposes. This contribution summarises the main features of this kind of game and the elements that make it engaging. It then goes on to analyse the educational potential of escape rooms both in subject areas and for developing 21st century skills. Finally, the paper examines in depth how cutting edge immersive technologies support the implementation of virtual or mixed reality escape rooms, thereby making the game more adaptable and sustainable in formal educational contexts.

Article Details

Section
Column "Platforms/tools"

References

Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385.

Binkley, M., Erstad, O., Herman, J., Raizen, S., Ripley, M., Miller-Ricci, M., & Rumble, M. (2012). Defining twenty-first century skills. In Assessment and teaching of 21st century skills (pp. 17-66). Dordrecht, NL: Springer. doi:10.1007/978-94-007-2324-5_2

Clarke, S., Peel, D. J., Arnab, S., Morini, L., Keegan, H., & Wood, O. (2017). EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games For Higher/Further Education. International Journal of Serious Games, 4(3), 73-86.

Coller, B. D., & Shernoff, D. J. (2009). Video game-based education in mechanical engineering: A look at student engagement. International Journal of Engineering Education, 25(2), 308-317.

Corkill, E. (2009). Real Escape Game brings its creator’s wonderment to life. Retrieved from https://www.japantimes.co.jp/life/2009/12/20/general/real-escape-game-brings-its-creators-wonderment-to-life/#.WrYxEdPwYWo

Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31, 95-102.

Duplessie, M. (2013). Go analogue. TedXBoston [Video]. Retrieved from https://www.youtube.com/watch?v=tTcl5I0Wbzk

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467. doi: 10.1177/1046878102238607

Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York, NY, USA: Palgrave MacMillan.

Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537. doi:10.1038/nature01647

Griffin, P., McGaw, B., & Care, E. (2012). Assessment & teaching of 21st century skills. Dordrecht, NL: Springer. doi:10.1007/978-94-017-9395-7

Henderson, L., Klemes, J., & Eshet, Y. (2000). Just playing a game? Educational simulation software and cognitive outcomes. Journal of Educational Computing Research, 22(1), 105-129. doi:10.2190/epjt-ahyq-1laj-u8wk

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.

Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge, USA: Mit Press.

Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. White Paper Retrieved from http://scottnicholson.com/pubs/erfacwhite.pdf

Nicholson, S. (2016). The State of Escape: Escape Room Design and Facilities. Paper presented at Meaningful Play 2016. Lansing, Michigan. Retrieved from http://scottnicholson.com/pubs/stateofescape.pdf

Nicholson, S. (2018). Creating Engaging Escape Rooms for the Classroom. Childhood Education, 94(1), 44-49. doi: 10.1080/00094056.2018.1420363

Pan, R., Lo, H., & Neustaedter, C. (2017). Collaboration, Awareness, and Communication in Real-Life Escape Rooms. In Proceedings of the 2017 Conference on Designing Interactive Systems (pp. 1353-1364). ACM. doi:10.1145/3064663.3064767

Prensky, M. (2001). Digital game-based learning. New York, NY, USA: McGraw-Hill.

Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58.

Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of surgery, 142(2), 181-186. doi:10.1001/archsurg.142.2.181

Sung, Y. T., Chang, K. E., & Lee, M. D. (2008). Designing multimedia games for young children’s taxonomic concept development. Computers & Education, 50(3), 1037-1051. doi:10.1016/j.compedu.2006.07.011

Warmelink, H., Mayer, I., Weber, J., Heijligers, B., Haggis, M., Peters, E., & Louwerse, M. (2017). AMELIO: evaluating the team-building potential of a mixed reality escape room game. In extended abstracts publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 111-123). ACM. doi: 10.1145/3130859.3131436

Wiemker, M., Elumir, E., & Clare, A. (2015). Escape Room Games. Game Based Learning, 55.