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ANALYZING LEARNING EFFECTIVENESS AND SENSE OF FLOW FROM A VIRTUAL EDUCATIONAL ESCAPE ROOM IN BIOMIMCRY
Kaye Academic College for Education (ISRAEL)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Page: 273 (abstract only)
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.0133
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
Biomimicry is a branch of Biology that focuses on biological and ecological systems in order to find an inspiration or technological solutions in nature. The main idea in Biomincry is that nature is the source of knowledge leading to valuable solutions for different human needs.

The escape room was developed by student trainers in order to teach Biomimcry threw games. The room includes a variety of riddles, puzzles and movies in order to teach interdisciplinary subject and different skills required in the 21st. century such as inventive and critical thinking. In the end of the escape room there was a voluntary questioner. 229 players filled the questioner (95 pupils, 46 engineer students and 88 teaching students).

The purpose of the research was to identify the attitudes, pedagogical impact and the sense of flow of the players to the game and to the subjects as well as to check the contribution of the game to the players.

From the results we learned that the players had positive attitudes towards the game and high sense of flow; A significant difference was found between the teaching students and the other groups. We also found evidence that the escape room contributed to the internalization of new knowledge and values such as respect to nature and the awareness of nature importance. Furthermore the players also reported that they developed learning skills such as working in teams and cooperative learning.

Our conclusion is that virtual escape rooms are a new tool for assembling new knowledge for the players. The room increased curiosity and engagement to learn new contents. However in order to achieve maximum benefit we need good infrastructure in addition to interesting and challenging tasks.
Keywords:
Escape Room, Flow, Game Based Learning.