2020
DOI: 10.1080/20004508.2020.1860284
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A review on use of escape rooms in education – touching the void

Abstract: This review article focuses on use of an escape room as a didactic tool in teaching and learning, as identified in empirical studies that have examined the use of escape rooms in educational contexts. The review studied the methods used to study escape rooms, what the focus of attention was, what the reported use was, and implications this has for the use of escape rooms for teaching and learning. Our analysis showed that most studies are concerned with the implementation and use of an escape room in relation … Show more

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Cited by 63 publications
(58 citation statements)
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“…Since 2017, the study of ERs has increased and spread around the academic world, incorporating technological tools and expanding into areas beyond the entertainment section, such as education. Although this scientific field is still in its infancy, the majority of articles have prioritized theoretically mapping the current situation in the use of ERs in education [21,41,97], designing ERs for pedagogical purposes [30], reporting the users' experiences in collaborative rooms-either real or virtual [98], or collecting and providing feedback data on learners' performance, the degree of content understanding and participants' perceptions for the use of the ER games in post-activity tests [14]. By identifying gaps in the literature, the aim of this paper was to review the methodological approaches and assessment tools utilized to collect the data derived from participants' responses and tutors' points of view, to present common education and design characteristics and practices in the use of DEERs, and to examine their impact on specific learning achievements in cognitive, behavioral and affective sectors.…”
Section: Discussion Of the Resultsmentioning
confidence: 99%
“…Since 2017, the study of ERs has increased and spread around the academic world, incorporating technological tools and expanding into areas beyond the entertainment section, such as education. Although this scientific field is still in its infancy, the majority of articles have prioritized theoretically mapping the current situation in the use of ERs in education [21,41,97], designing ERs for pedagogical purposes [30], reporting the users' experiences in collaborative rooms-either real or virtual [98], or collecting and providing feedback data on learners' performance, the degree of content understanding and participants' perceptions for the use of the ER games in post-activity tests [14]. By identifying gaps in the literature, the aim of this paper was to review the methodological approaches and assessment tools utilized to collect the data derived from participants' responses and tutors' points of view, to present common education and design characteristics and practices in the use of DEERs, and to examine their impact on specific learning achievements in cognitive, behavioral and affective sectors.…”
Section: Discussion Of the Resultsmentioning
confidence: 99%
“…As described in a similar study reviewing the use of escape rooms in education, "some authors use the term "breakout room" as a synonym for an escape room and narrower terms such as "escape game," "serious escape room," and "breakout box."" [16].…”
Section: Methodsmentioning
confidence: 99%
“…After removing duplicate articles and all immaterial content that doesn't comprise medical applications, a combined 72 articles were analyzed: two from 2017, nine from 2018, twenty from 2019, nineteen from 2020 and twenty-one from 2021. [16] Results…”
Section: Methodsmentioning
confidence: 99%
“…There are many pedagogical reasons why educational escape games are an attractive approach to learning. In addition to curriculum delivery, they are also suitable for developing many transversal or soft skills (Grande- de-Prado et al, 2021;Guckian et al, 2020;Sowell, 2020;Taraldsen et al, 2020;Veldkamp & Knippels, 2021;Wiemker et al, 2015):…”
Section: Figure 1: the Differences Between Gamification And Game-based Learningmentioning
confidence: 99%
“…Escape rooms offer not only fun activities but also team-building exercises, active teaching of creative and group problem-solving, and exploring research issues related to problem-solving thinking, communication and collaboration skills (Pan et al, 2017). Using the escape rooms in an educational context has been shown to benefit students, such as facilitating the practice and development of teamwork, leadership, creative and problem-solving thinking, and communication skills (Taraldsen et al, 2020).…”
Section: Introductionmentioning
confidence: 99%