2023
DOI: 10.3390/su15097393
|View full text |Cite
|
Sign up to set email alerts
|

Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education

Abstract: The traditional lecture-based model of teaching and learning has led to the exploration of innovative approaches including digital escape rooms. Digital escape rooms offer an immersive and engaging experience that promotes critical thinking, problem-solving, and teamwork, making them a unique opportunity to address the challenges of STEM education, which is often perceived as difficult, boring, and intimidating. In this study, the goal is to explore the application of digital escape rooms as an innovative prac… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
6
3

Relationship

1
8

Authors

Journals

citations
Cited by 15 publications
(7 citation statements)
references
References 65 publications
(78 reference statements)
0
7
0
Order By: Relevance
“…The development of sophisticated VR and AR technologies has enabled the creation of highly immersive and interactive virtual spaces [39,62]. These technologies allow users to experience a sense of presence and agency within virtual environments, making learning more engaging and experiential [33,74]. Furthermore, advancements in artificial intelligence (AI) are enhancing the adaptability and interactivity of these environments, enabling personalized and dynamic learning experiences [75].…”
Section: Background and Conceptsmentioning
confidence: 99%
“…The development of sophisticated VR and AR technologies has enabled the creation of highly immersive and interactive virtual spaces [39,62]. These technologies allow users to experience a sense of presence and agency within virtual environments, making learning more engaging and experiential [33,74]. Furthermore, advancements in artificial intelligence (AI) are enhancing the adaptability and interactivity of these environments, enabling personalized and dynamic learning experiences [75].…”
Section: Background and Conceptsmentioning
confidence: 99%
“…The subject areas in which educational escape rooms are used are also diverse, such as STEAM (Science, Technology, Engineering, Art and Mathematics) (Karageorgiou, Mavrommati and Fotaris, 2019;Sidekerskienė and Damaševičius, 2023), public health (Bezençon et al, 2023), or entrepreneurship education (Martina and Göksen, 2022). Almost 30% of the studies identified by Fotaris and Mastoras (2019) involve health and welfare, followed by natural sciences, mathematics, and statistics (22%), social sciences, journalism and information (19%), and information and communication technologies (15%).…”
Section: Subject Areasmentioning
confidence: 99%
“…The study defines exercises with a pass rate below 0.6 as difficult; Exercises with a pass rate higher than 0.8 are defined as simple; Exercises with a pass rate between 0.6 and 0.8 are defined as having moderate difficulty. The calculation of the mastery of user knowledge points is Equation (12).…”
Section:  mentioning
confidence: 99%
“…E-learning has the advantages of personalization, informatization and rich resources, which makes it convenient for students to choose the courses they need, and at the same time, learning is not limited by time and place, making Lifelong learning possible. For example, the digital escape rooms proposed by Sidekerskiene and Damasevicius provide online alternatives to traditional physical escape rooms, enabling students to comfortably solve problems and challenges in their own homes or in the classroom [12]. However, due to the continuous increase in online education resources, it is easy for learners to fall into an information maze, making it difficult to find suitable or interesting learning resources.…”
Section: Introductionmentioning
confidence: 99%