EPISTEMOLOGY THE GAME: USING AN IMMERSIVE DIGITAL ESCAPE ROOM FOR CONSTRUCTED LEARNING AT THE DOCTORAL LEVEL
Appalachian State University (UNITED STATES)
About this paper:
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
Gamification and game-based learning is a popular method for promoting engagement and motivation in both primary and secondary education. Digital escape rooms offer students the opportunity to both collaborate and compete in order to discover and incorporate different epistemologies into their educational research. Game-based learning works well for straightforward subjects such as mathematics and history, but how well does it work for messier, more nebulous ideas such as epistemology? Does this type of strategy improve learning outcomes and enhance understanding? Community and flow are necessary components to any online educational setting, and this dissertation is looking at the best strategies and design elements to enhance learning and retention in higher learning subjects.
To delve into the effectiveness of game-based learning, particularly digital escape rooms, in the context of conveying complex subjects like epistemology, I am using the frameworks of constructivism and self-determination theory (SDT) which provides a robust methodological approach to explore how these educational strategies affect outcomes. Learners will work with scenarios that require them to apply epistemological concepts, analyze different knowledge claims, and engage in critical thinking. By tackling these challenges, students actively construct their understanding of epistemology, while the gamified elements, such as point scoring, competition, and collaboration, add layers of motivation that are not always present in traditional learning environments. Self-determination theory (SDT) complements constructivism by focusing on the motivational aspects of learning, with the game-based activities supporting the students' needs for autonomy, relatedness and competence.
This dissertation employs a mixed-methods research design. Quantitative measures will assess improvements in learning outcomes, while qualitative feedback will provide insights into students’ engagement, motivation, and subjective experience of community and flow within the gamified environment. This holistic approach allows for a comprehensive understanding of how digital escape rooms, underpinned by constructivism and SDT, can facilitate deep learning and retention of complex concepts, Keywords:
Technology, gamification, game-based learning, education, educational research.