DIGITAL LIBRARY
EDUCATIONAL ESCAPE ROOMS AS GAME-BASED ENVIRONMENTS
Polytechnic University of Guarda (PORTUGAL)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Pages: 4690-4697
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.1247
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
In education, game-based learning has recently gained popularity. These environments provide students with a playful, immersive and engaging experience that promotes critical thinking, problem-solving and teamwork. In this research, we examine the intercomprehension in roman languages within an educational escape room game. Designed to be both challenging and entertaining the educational escape room was launched by Polytechnic University of Guarda and promoted by UNITA alliance, at the beginning of the school year 2021/2022. Therefore, we developed an education escape room based on multilingualism and multiculturalism, with the aim of promoting European identity and values, implementing intercomprehension/interculturality and improving the quality and competitiveness of European higher education. The main objective of this quantitative research is to measure the escape room’s impact on learning and on student’s motivation and engagement with knowledge. Associating interactive elements, hidden messages, intercomprehension in roman language, 77 students from different educational levels and in groups of five, had forty-five minutes to solve the mystery. After carrying out the escape game, the students answered a questionnaire to assess whether the playful moment provided an effective moment of learning, developing concrete skills such as knowledge, creativity, reasoning, reflection, communication, mutual help and cooperation. Results show that motivation and interest in learning about new cultures can be supported by using game-based learning with educational escape rooms.
Keywords:
Education Escape Room, Game Based Learning, Immersive Learning Environment.