TY - JOUR
T1 - Beyond the Early Adopters
T2 - Escape Rooms in Science Education
AU - Veldkamp, Alice
AU - Knippels, Marie Christine P.J.
AU - van Joolingen, Wouter R.
N1 - Funding Information:
The authors gratefully acknowledge NIBI, the Dutch national organization for biology teachers and practitioners, the participating schools, teachers, students and especially Michiel van Harskamp, Rian Ligthart and Sophia Scheper for their participation and time.
Publisher Copyright:
© Copyright © 2021 Veldkamp, Knippels and van Joolingen.
PY - 2021/3/11
Y1 - 2021/3/11
N2 - Case studies report enthusiastically on the implementation of escape rooms in science education. This mixed-method study explores beyond the early adopting teacher, as the perceptions of 50 teachers and 270 students were investigated. Escape rooms are time restricted games where participants work together and accomplish a specific goal. The escape rooms’ usability for education in terms of goals, experiences during gameplay, outcomes, and boundary conditions are studied, using multiple data sources: online questionnaires, interviews, classroom observations and movie clips made by students about their experiences. The use of mixed methods and large samples on this topic is a novelty. Results show that teachers of different ages, gender and teaching experience were appealed in particular to the diversity of activities offered that call for multiple skills and teamwork. Students experienced the need to think hard using multiple thinking skills and enjoyed the feeling of autonomy and mastery during gameplay. This is interesting, as an escape room setup is very strict, with few degrees of freedom. According to teachers and students, escape rooms are suitable for processing, rehearsing and formative assessment of science knowledge and skills. However, the time restriction during gameplay appears to be an ambiguous factor in student learning.
AB - Case studies report enthusiastically on the implementation of escape rooms in science education. This mixed-method study explores beyond the early adopting teacher, as the perceptions of 50 teachers and 270 students were investigated. Escape rooms are time restricted games where participants work together and accomplish a specific goal. The escape rooms’ usability for education in terms of goals, experiences during gameplay, outcomes, and boundary conditions are studied, using multiple data sources: online questionnaires, interviews, classroom observations and movie clips made by students about their experiences. The use of mixed methods and large samples on this topic is a novelty. Results show that teachers of different ages, gender and teaching experience were appealed in particular to the diversity of activities offered that call for multiple skills and teamwork. Students experienced the need to think hard using multiple thinking skills and enjoyed the feeling of autonomy and mastery during gameplay. This is interesting, as an escape room setup is very strict, with few degrees of freedom. According to teachers and students, escape rooms are suitable for processing, rehearsing and formative assessment of science knowledge and skills. However, the time restriction during gameplay appears to be an ambiguous factor in student learning.
KW - educational games
KW - escape rooms
KW - game-based learning
KW - science education
KW - student engagement
UR - http://www.scopus.com/inward/record.url?scp=85103093505&partnerID=8YFLogxK
U2 - 10.3389/feduc.2021.622860
DO - 10.3389/feduc.2021.622860
M3 - Article
AN - SCOPUS:85103093505
SN - 2504-284X
VL - 6
JO - Frontiers in Education
JF - Frontiers in Education
M1 - 622860
ER -