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Unlocking Student Engagement

Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses

Bibliographic Data

ID21629933
AuthorsHeidi Eukel (0000-0002-5005-5881, North Dakota State University, corresponding author), Jeanne Frenzel (North Dakota State University), Jeanne E Frenzel (0000-0003-2817-1699, Dakota State University), Kyle Frazier (Washington State University), Micah Miller (Washington State University)
Year2020
Volume51
Issue2
Pages167-179
Publication date2020-04-01
Open AccessYes
TypeARTICLE
VenueSimulation & Gaming (JOURNAL)
Journal identifiersISSN: 1046-8781 • E-ISSN: 1552-826X
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/1046878119898509
OpenAlexW3000310816
LanguageEN
Citations received6
References cited18

Background. Educational escape rooms are positively received by students, increase knowledge, and serve as a platform for the active application of teamwork and team-based communication. Aim. This article focuses on detailing an educational escape room that is adaptable and transferable for use with any course or discipline. Methods. Puzzles are created around the educational objectives of the course or unit. Puzzles include ciphers, jumbles, coded messages, combination locks, rebuses, and data hunts. Students work in teams to solve content-specific puzzles to escape a room. Teams which solve all of the puzzles in the allotted time are considered to have successfully escaped the room. Gameplay can range from 60 to 75 minutes. Facultyled debriefing is an important part of the educational innovation. Results and Conclusion. This escape room uses collaborative learning to increase student knowledge and skills in educational content. The learning experience is enhanced through dynamic student engagement with the focused topic. This topic can easily be changed to a different course topic and the corresponding gameplay puzzles adapted and transferred for use with a variety of disciplines. This manuscript details the transferability of the educational escape room to 3 campuses and provides insight for successful implementation

Debriefing · Mathematics education · Student engagement · Teamwork · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Psychology · Teaching and Learning Programming

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    Open Access•Nikos Bessas, Eleni Tzanaki et al.•Social Sciences & Humanities Open•2024

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    Open Access•Sonsoles López‐perna, Mohammed Saqr et al.•Interactive Learning Environments•2023

  • Shocking Escape

    Open Access•Briyana Morrell, Heidi Eukel•Simulation & Gaming•2021

  • Ensuring Educational Escape-Room Success

    Open Access•Heidi Eukel, Briyana Morrell•Simulation & Gaming•2021

  • Real, Half-Real, Irreal, Unreal

    Open Access•J Tuomas Harviainen•Simulation & Gaming•2020

  • Constructionist Gaming

    Open Access•Yasmin B Kafai, Quinn Burke•Educational Psychologist•2015

  • Our Princess Is in Another Castle

    Open Access•M Young, Michael F Young et al.•Review of Educational Research•2012

  • Situated Cognition and the Culture of Learning

    Open Access•John Seely Brown, Alan Collins et al.•Educational Researcher•1989

Citations per year1
Citation span2020 - 2026 (7)
Highly citedNo

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