Using educational Escape room to increase students’ engagement in learning computer science
Date Issued
2020-05-08
Author(s)
Dimova, Georgina
Videnovik, Maja
Trajkovik, Vladimir
Abstract
This paper presents the process of creating and
implementing a large-scale experiment that involves students
from more than 10 primary schools using the escape room style
educational game in the classroom. The potential benefits and
issues related to using technology in integrating this kind of
games in education are explored and elaborated in the paper.
An escape room is a game played by a team of people. They have
to 'escape' from a room filled with challenges within a given time
limit. In order to succeed, the players must solve the challenges
using different hints and strategies. If these challenges
incorporate education materials, students will have to master
these materials, which will enhance their learning and increase
their engagement.
implementing a large-scale experiment that involves students
from more than 10 primary schools using the escape room style
educational game in the classroom. The potential benefits and
issues related to using technology in integrating this kind of
games in education are explored and elaborated in the paper.
An escape room is a game played by a team of people. They have
to 'escape' from a room filled with challenges within a given time
limit. In order to succeed, the players must solve the challenges
using different hints and strategies. If these challenges
incorporate education materials, students will have to master
these materials, which will enhance their learning and increase
their engagement.
Subjects
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