DIGITAL LIBRARY
FIELD ESCAPE GAMES WITH QR CODES TO LIVEN UP THE CLASSES IN SECONDARY SCHOOLS
University of West Bohemia (CZECH REPUBLIC)
About this paper:
Appears in: INTED2024 Proceedings
Publication year: 2024
Pages: 1-6
ISBN: 978-84-09-59215-9
ISSN: 2340-1079
doi: 10.21125/inted.2024.0006
Conference name: 18th International Technology, Education and Development Conference
Dates: 4-6 March, 2024
Location: Valencia, Spain
Abstract:
Mobile devices (tablets, smartphones) surround us in our everyday lives, even in schools. Education and modern technologies are connected by the term m-learning, basically teaching with modern technologies. We can encounter the term BYOD (bring your own device) in this field. In our article we focus on field escape games, which became part of teaching especially due to the Covid-19 pandemic in order to make distance learning more interesting. But the use of digital escape games can be much wider and not only connected with classroom environment. In this article we focus on field escape games which can take part in nature using QR codes and mobile devices (BYOD). We created an escape game which is connected with the location and surroundings of castle Radyně near Pilsen in the Czech Republic. The game is intended for children between 11 to 14 years of age and it contains knowledge from geography, informatics and natural history. We tested the game with pupils and polished some imperfections. A methodical manual which will guide teachers through this game is the result of our work. For clarity we demonstrate the manual in a form of a website. In our paper we describe the game’s principles and how to create one. We also introduce other similar educational games, which were created at our university. Based on the knowledge obtained from research of special materials and from our own research it is very clear, that field escape games are a suitable tool which can help make the lessons more interesting and it can also further strengthen the relations between individual subjects. In addition the pupils are actively moving, they develop their digital competence and learn how to cooperate. Difficult preparations for the teacher can be a downside, which in some cases may discourage the teacher from even starting with these types of games at all. Also the time consumption of these games can be a problem which can complicate teacher’s learning plan. We believe that we explain the issues of field escape games in our paper in such a way, that it will attract new teachers who will start using this interesting educational method.
Keywords:
Field escape games, BYOD, QR codes, lower secondary education, m-learning.