Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Design and Implementation of the Educational Escape Room
2.3. Instruments
- -
- Carry out the escape room as a team through the university’s Blackboard platform.
- -
- Contact the teacher if they had any questions or could not continue the game (if they did not know how to solve a challenge).
- -
- Do not speak through the student chat to avoid spoiling other classmates’ tasks.
- -
- Put all passwords in lowercase and without accents.
- -
- Work as a team and debate among colleagues.
2.4. Data Analysis
3. Results
3.1. Fun Experience
3.2. Learning and Teamwork
3.3. Possible Improvements
4. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Martín-Cuadrado, A.M.; Lavandera-Ponce, S.; Mora-Jaureguialde, B.; Sánchez-Romero, C.; Pérez-Sánchez, L. Working Methodology with Public Universities in Peru during the Pandemic. Continuity of Virtual/Online Teaching and Learning. Educ. Sci. 2021, 11, 351. [Google Scholar] [CrossRef]
- Sahu, P. Closure of Universities Due to Coronavirus Disease 2019 (COVID-19): Impact on Education and Mental Health of Students and Academic Staff. Coreus 2020, 12, 4. [Google Scholar] [CrossRef] [Green Version]
- Ozamiz-Etxebarria, N.; Dosil-Santamaria, M.; Picaza-Gorrochategui, M.; Idoiaga-Mondragon, N. Niveles de estrés, ansiedad y depresión en la primera fase del brote del COVID-19 en una muestra recogida en el norte de España. Cad. Saúde Pública 2020, 36, e00054020. [Google Scholar] [CrossRef]
- Cao, W.; Fang, Z.; Hou, G.; Han, M.; Xu, X.; Dong, J.; Zheng, J. The psychological impact of the COVID-19 epidemic on college students in China. Psychiatry Res. 2020, 287, 112934. [Google Scholar] [CrossRef] [PubMed]
- Nicholson, S. The State of Escape: Escape Room Design and Facilities. Available online: http://scottnicholson.com/pubs/stateofescape.pdf (accessed on 11 August 2021).
- Kapp, K. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education; Pfeiffer: San Francisco, CA, USA, 2012. [Google Scholar]
- Lister, M. Gamification: The effect on student motivation and performance at the post-secondary level. Issues Trends Educ. Technol. 2015, 3. [Google Scholar] [CrossRef]
- Manzano-León, A.; Camacho-Lazarraga, P.; Guerrero, M.A.; Guerrero-Puerta, L.; Aguilar-Parra, J.M.; Trigueros, R.; Alias, A. Between Level up and Game over: A Systematic Literature Review of Gamification in Education. Sustainability 2021, 13, 2247. [Google Scholar] [CrossRef]
- Clark, D.B.; Tanner-Smith, E.E.; Killingsworth, S.S. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Rev. Educ. Res. 2016, 86, 79–122. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Brown, N.; Darby, W.; Coronel, H. An Escape Room as a Simulation Teaching Strategy. Clin. Simul. Nurs. 2019, 30, 1–6. [Google Scholar] [CrossRef]
- McLaughlin, J.; Reed, J.; Shiveley, J.; Lee, S. Escape Room Blueprint: Central Orientation Contagion Crisis. Simul. Gaming 2020, 52, 104687812095449. [Google Scholar] [CrossRef]
- San Martin, L.; Walsh, H.; Santerre, M.; Fortkiewicz, J.; Nicholson, L. Creation of a “Patient” Hospital Escape Room Experience to Reduce Harm and Improve Quality of Care. J. Nurs. Care Qual. 2021, 36, 38–42. [Google Scholar] [CrossRef]
- Manzano-León, A.; Rodríguez-Ferrer, J.M.; Aguilar-Parra, J.M.; Martínez Martínez, A.M.; Luque de la Rosa, A.; Salguero García, D.; Fernández Campoy, J.M. Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students. Int. J. Environ. Res. Public Health 2021, 18, 7304. [Google Scholar] [CrossRef]
- Pisabarro Marrón, A.M.; Vivaracho, C.E. Gamificación en el aula: Gincana de programación. ReVisión 2018, 11, 8. [Google Scholar]
- da Silva Júnior, J.N.; de Sousa Oliveira, J.M.; Winum, J.-Y.; Melo Leite Junior, A.J.; Alexandre, F.S.O.; do Nascimento, D.M.; Silva de Sousa, U.; Pimenta, A.T.Á.; Monteiro, A.J. Interactions 500: Design, Implementation, and Evaluation of a Hybrid Board Game for Aiding Students in the Review of Intermolecular Forces During the COVID-19 Pandemic. J. Chem. Educ. 2020, 97, 4049–4054. [Google Scholar] [CrossRef]
- Lelli, V.; Andrade, R.M.C.; Freitas, L.M.; Silva, R.A.; Gutenberg, F.; Faria, R.; Sousa, J. Gamification in Remote Teaching of SE Courses: Experience Report. In Proceedings of the 34th Brazilian Symposium on Software Engineering, Natal, Brazil, 19–23 October 2020; pp. 844–853. [Google Scholar]
- Nicholson, S. Creating Engaging Escape Rooms for the Classroom. Child. Educ. 2018, 94, 44–49. [Google Scholar] [CrossRef]
- Ross, R. Design of an Open-Source Decoder for Educational Escape Rooms. IEEE Access 2019, 7, 145777–145783. [Google Scholar] [CrossRef]
- Sanchez-Martin, J.; Corrales-Serrano, M.; Luque-Sendra, A.; Zamora-Polo, F. Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach. Heliyon 2020, 6, e04340. [Google Scholar] [CrossRef]
- Braun, V.; Clarke, V.; Boulton, E.; Davey, L.; McEvoy, C. The online survey as a qualitative research tool. Int. J. Soc. Res. Methodol. 2020, 1–14. [Google Scholar] [CrossRef]
- Borrego, C.; Fernández, C.; Blanes, I.; Robles, S. Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. JOTSE 2017, 7, 162–171. [Google Scholar] [CrossRef]
- Vergne, M.J.; Simmons, J.D.; Bowen, R.S. Escape the Lab: An Interactive Escape-Room Game as a Laboratory Experiment. J. Chem. Educ. 2019, 96, 985–991. [Google Scholar] [CrossRef]
- Waring, M. Grounded Theory. In Research Methods and Methodologies in Education; SAGE: Thousand Oaks, CA, USA, 2021; pp. 119–134. [Google Scholar]
- Ho, A.M. Unlocking Ideas: Using Escape Room Puzzles in a Cryptography Classroom. PRIMUS 2018, 28, 835–847. [Google Scholar] [CrossRef]
- Lien, Y.; Wang, C.; Wang, S.; Li, C.; Hou, H. Designing an Escape Room Educational Game and a Game-based Learning Activity for Science Learning: Analysis of Learning Achievement and Flow State. In Proceedings of the 2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI), Toyama, Japan, 7–11 July 2019; pp. 1049–1050. [Google Scholar]
- Almqvist, L.; Uys, C.J.E.; Sandberg, A. The concepts of participation, engagement and flow: A matter of creating optimal play experiences. South Afr. J. Occup. Ther. 2007, 11, 1–6. [Google Scholar]
- Reschly, A.L.; Huebner, E.S.; Appleton, J.J.; Antaramian, S. Engagement as flourishing: The contribution of positive emotions and coping to adolescents’ engagement at school and with learning. Psychol. Sch. 2008, 45, 419–431. [Google Scholar] [CrossRef]
- Alsawaier Raed, S. The effect of gamification on motivation and engagement. Int. J. Inf. Learn. Technol. 2018, 35, 56–79. [Google Scholar] [CrossRef]
- Kuric Kardelis, S.; Calderón Gómez, D.; Sannmartín Ortí, A. Educación y brecha digital en tiempos del COVID-19. Perfiles y problemáticas experimentadas por el alumnado juvenil para continuar sus estudios durante el confinamiento. Rev. Sociol. Educ. RASE 2021, 14, 63–84. [Google Scholar] [CrossRef]
- Gaintza-Jauregi, Z. La simulación como estrategia metodológica en la Facultad de Educación de la Universidad del País Vasco. Rev. Electrón. Educ. 2020, 24, 233–250. [Google Scholar] [CrossRef]
- Anguas-Gracia, A.; Subirón-Valera, A.B.; Antón-Solanas, I.; Rodríguez-Roca, B.; Satústegui-Dordá, P.J.; Urcola-Pardo, F. An evaluation of undergraduate student nurses’ gameful experience while playing an escape room game as part of a community health nursing course. Nurse Educ. Today 2021, 103, 104948. [Google Scholar] [CrossRef] [PubMed]
- Edwards, T.; Boothby, J.; Succheralli, L. Pediatric escape room: An innovative teaching-learning strategy. Teach. Learn. Nurs. 2021. [Google Scholar] [CrossRef]
- Nybo, S.E.; Klepser, S.A.; Klepser, M. Design of a disaster preparedness escape room for first and second-year pharmacy students. Curr. Pharm. Teach. Learn. 2020, 12, 716–723. [Google Scholar] [CrossRef]
- Vidergor, H.E. Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Comput. Educ. 2021, 166, 104156. [Google Scholar] [CrossRef]
- López-Mondéjar, L.M.; Pastor, L.M.T. Development of Socio-emotional Skills through Cooperative Learning in a University Environment. Procedia Soc. Behav. Sci. 2017, 237, 432–437. [Google Scholar] [CrossRef]
- Pérez, E.; Gilabert, A.; Lledó, A. Gamificación en la educación universitaria: El uso del escape room como estrategia de aprendizaje. In Investigación e Innovación en la Enseñanza Superior. Nuevos Contextos, Nuevas Ideas; Octaedro, E., Ed.; Octaedro: Alicante, Spain, 2019. [Google Scholar]
- Sierra Daza, M.C.; Fernández-Sánchez, M.R. Gamiicando el aula universitaria. Análisis de una experiencia de Escape Room en educación superior. Rev. Estud. Exp. Educ. 2019, 18, 105–115. [Google Scholar] [CrossRef]
Rooms | Mechanics/Challenges | Learning Objectives |
---|---|---|
Starting screen | (1) Read the information provided (narrative) and press start to begin | Meaningful reading |
Living room | (1) Find clues to open the lock in the living room (Playful challenge of opening boxes) (2) Interpret a coded message written in Caesar code about María’s situation | Ability to make judgments Ability to communicate (social aptitude) |
Kitchen | (1) Open a padlock with the tracks from the living room and kitchen (2) Read an intervention program for victims of gender violence and recognize a code from random letters in bold to open a lock in the child’s bedroom. (3) Observe that there are signs of violence on stage | Knowledge of psychosocio-educational programs |
Child’s bedroom | (1) Recognize the Caesar code for the hidden message in the room (2) Open the box with the kitchen program code (3) Inside the box, crack the code to enter the master bedroom | Ability to make judgments Ability to communicate (social aptitude) |
Main bedroom | (1) Solve the drawer lock (Quizziz) (2) Decrypt the computer password (3) Interpret the final story (What happened to María and what resources did she need to get out of the situation of violence?) | Diagnose and analyze the factors and processes that intervene in the sociocultural reality in order to facilitate the explanation of the socio-educational complexity and the promotion of social intervention. |
Main Category | Sub-Category | Illustrative Quotes |
---|---|---|
Fun experience | Fun | I have loved playing “Sherlock Holmes”. I love escape rooms! They are super entertaining and help keep your mind active. Super cool, we would have to do more in all subjects. The truth is that it has been a great job by the teachers. It has been incredible and fun. |
Engagement | A super interesting and innovative dynamic where you learn while having fun. It has seemed like a very cool experience, to be able to work with classmates online, the theme that it has had and the way in which it has been developed, the truth is that I would love to repeat. What I liked the most was discovering little by little that this woman was a victim of gender violence, it has been a very immersive experience. | |
Joy | It seemed like a great idea to get out of the monotony that we are currently experiencing. I find it great to get out of the work dynamics—study and do playful activities, particulary now that we are all at home. | |
Nervous | I have not been very enthusiastic about the activity, I did not understand what to do and I do not like to feel that way. | |
Learning and teamwork | Team building | We have found that we can achieve many challenges through the cooperation of the group. It has also helped us to reflect on the need for different points of view. I liked being able to do it with colleagues with whom I have never done any work, because that way I also interact with them. |
Learning outcomes | I have found it very useful, I would like to do more to establish knowledge. Very interesting and entertaining to learn in a different way from the traditional. I have found it quite entertaining and dynamic as well as acquiring playful learning. I have found it fun and innovative, I did not know that an activity like this could be done related to the subject agenda. | |
Possible improvements | Connection issues | I really liked it, but it frustrated me because sometimes the connection was slow. It was very interesting, but with the broken microphone I couldn’t communicate well with my teammates. |
Clues | I think the escape room online is a bit confusing. It would be nice if there were more clues inside the escape room, so as not to have to ask the teacher. |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Manzano-León, A.; Aguilar-Parra, J.M.; Rodríguez-Ferrer, J.M.; Trigueros, R.; Collado-Soler, R.; Méndez-Aguado, C.; García-Hernández, M.J.; Molina-Alonso, L. Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences. Educ. Sci. 2021, 11, 426. https://doi.org/10.3390/educsci11080426
Manzano-León A, Aguilar-Parra JM, Rodríguez-Ferrer JM, Trigueros R, Collado-Soler R, Méndez-Aguado C, García-Hernández MJ, Molina-Alonso L. Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences. Education Sciences. 2021; 11(8):426. https://doi.org/10.3390/educsci11080426
Chicago/Turabian StyleManzano-León, Ana, José Manuel Aguilar-Parra, José M. Rodríguez-Ferrer, Rubén Trigueros, Rocío Collado-Soler, Cristina Méndez-Aguado, María Jesús García-Hernández, and Laura Molina-Alonso. 2021. "Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences" Education Sciences 11, no. 8: 426. https://doi.org/10.3390/educsci11080426
APA StyleManzano-León, A., Aguilar-Parra, J. M., Rodríguez-Ferrer, J. M., Trigueros, R., Collado-Soler, R., Méndez-Aguado, C., García-Hernández, M. J., & Molina-Alonso, L. (2021). Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences. Education Sciences, 11(8), 426. https://doi.org/10.3390/educsci11080426