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Games, Fun, and Learning: An Educational Escape Room on Campus
Journal article   Open access

Games, Fun, and Learning: An Educational Escape Room on Campus

Seyed Abdollah Shahrokni
The FLTMAG
05/12/2024
url
https://doi.org/10.69732/UELJ6593View
Published (Version of record) Open

Abstract

Education Games
Educational escape rooms (EER) are a form of game-based learning (GBL; Grand-de-Prado et al, 2020, see Shahrokni, 2024, for an overview of GBL vs. Gamification), wherein participants collaborate to engage with subject matter and/or competencies by tackling various puzzle tasks, which typically follow a linear progression, each leading to the next, with a specific learning objective to achieve within a set time frame. The essence of an EER lies in immersing participants in a simulated scenario that requires resolution, serving as an educational tool aimed at guiding learners toward achieving specific learning outcomes through a game-based design. Educators can incorporate escape games into classrooms using various resources, including simple puzzle boxes or digital platforms such as Breakout EDU, Room Escape Maker, or Google Slides (see Huang, 2023, for an overview of digital educational escape rooms in language classrooms).

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