Escape boxes
Bringing escape room experience into the classroom
Bibliographic Data
| ID | 21297597 |
|---|---|
| Authors | Alice Veldkamp (0000-0002-0738-8955, Utrecht University, corresponding author), Joke Daemen, Stijn Teekens, Stefan Koelewijn, Marie‐Christine P J Knippels (0000-0003-4989-1863), Wouter van Joolingen (0000-0002-4271-2861) |
| Year | 2020 |
| Volume | 51 |
| Issue | 4 |
| Pages | 1220-1239 |
| Publication date | 2020-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | British Journal of Educational Technology (JOURNAL) |
| Journal identifiers | ISSN: 0007-1013 • E-ISSN: 1467-8535 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/bjet.12935 |
| OpenAlex | W3014917130 |
| Language | EN |
| Citations received | 23 |
| References cited | 21 |
In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem‐based and time‐constrained, requiring active and collaborative participants, a setting that teachers want to achieve in their classroom to promote learning. This paper explores the adaptation of the escape room concept into educational escape game boxes. These technology‐enhanced escape boxes have become hybrid learning spaces, merging individual and collaborative learning, as well as physical and digital spaces. The design of the box with assignments on each side puts users face to face with each other and requires them to collaborate in the physical world, instead of being individually absorbed in a digital world. The developed box is a unique concept in the field of escape rooms; the content is adaptable. This paper describes the process leading to the design criteria, the design process, test results and evaluation, and provides recommendations for designing educational escape rooms
Adaptation (eye) · Educational technology · Entertainment · Face (sociological concept) · Field (mathematics) · Human–computer interaction · Mathematics education · Multimedia · Process (computing) · Sociology · Visual arts · Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology · Teaching and Learning Programming
Escape education
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Solving the Chemistry Puzzle—A Review on the Application of Escape-Room-Style Puzzles in Undergraduate Chemistry Teaching
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Who says statistics classes are boring? How a virtual escape room enhances statistics learning
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Identification of Memorable Game Experiences
Conception collaborative d'un jeu d’évasion pédagogique dans le cadre d'une game jam
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Underground nursing students’ experiences in a face-to-face, hybrid, and online escape room model
A review on use of escape rooms in education – touching the void
| Unique citing works | 23 |
|---|---|
| Citations per year | 3,83 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 23 |