TY - JOUR
T1 - Escape education
T2 - A systematic review on escape rooms in education
AU - Veldkamp, Alice
AU - van de Grint, Liesbeth
AU - Knippels, Marie Christine P.J.
AU - van Joolingen, Wouter R.
PY - 2020/11/1
Y1 - 2020/11/1
N2 - The global increase in recreational escape rooms has inspired teachers around the world to implement escape rooms in educational settings. As escape rooms are increasingly popular in education, there is a need to evaluate their use, and a need for guidelines to develop and implement escape rooms in the classroom. This systematic review synthesizes current practices and experiences, focussing on important educational and game design aspects. Subsequently, relations between the game design aspects and the educational aspects are studied. Finally, student outcomes are related to the intended goals. Educators in different disciplines appear to have different motives for using the game's time constraints and teamwork. These educators make different choices for related game aspects such as the structuring of the puzzles. Unlike recreational escape rooms, in educational escape rooms players need to reach the game goal by achieving the educational goals. More alignment in game mechanics and pedagogical approaches is recommended. There is a discrepancy in perceived and actual learning of content knowledge in recreational escape rooms. Recommendations in the article for developing and implementing escape rooms in education will help educators in creating these new learning environments, and eventually help students to foster knowledge and skills more effectively.
AB - The global increase in recreational escape rooms has inspired teachers around the world to implement escape rooms in educational settings. As escape rooms are increasingly popular in education, there is a need to evaluate their use, and a need for guidelines to develop and implement escape rooms in the classroom. This systematic review synthesizes current practices and experiences, focussing on important educational and game design aspects. Subsequently, relations between the game design aspects and the educational aspects are studied. Finally, student outcomes are related to the intended goals. Educators in different disciplines appear to have different motives for using the game's time constraints and teamwork. These educators make different choices for related game aspects such as the structuring of the puzzles. Unlike recreational escape rooms, in educational escape rooms players need to reach the game goal by achieving the educational goals. More alignment in game mechanics and pedagogical approaches is recommended. There is a discrepancy in perceived and actual learning of content knowledge in recreational escape rooms. Recommendations in the article for developing and implementing escape rooms in education will help educators in creating these new learning environments, and eventually help students to foster knowledge and skills more effectively.
UR - http://www.scopus.com/inward/record.url?scp=85094625301&partnerID=8YFLogxK
U2 - 10.1016/j.edurev.2020.100364
DO - 10.1016/j.edurev.2020.100364
M3 - Review article
AN - SCOPUS:85094625301
SN - 1747-938X
VL - 31
JO - Educational Research Review
JF - Educational Research Review
M1 - 100364
ER -