The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. The Design of the Digital Escape Room
2.3. Research Instruments
2.4. Data Analysis
2.5. Experimental Procedure
3. Results
3.1. Quantitative Results
3.2. Qualitative Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Educational Topic | Gaming Task | |
---|---|---|
Puzzle 1 | HTML code for selected visual objects | — find the differences in which the objects differ — assign the correct HTML code to the object |
Puzzle 2 | HTML code for the website | — correctly identify missing HTML tags — correctly place the tags to match the website template |
Puzzle 3 | CSS properties for a web page | — correctly identify missing CSS properties — correctly place CSS properties to match the template of the web page |
Puzzle 4 | HTML code for tables | — find the right pair, i.e., correctly assign the image of the table to the HTML code of the table |
Puzzle 5 | DNS names | — understand the DNS hierarchy — understand which domains belong to which level — correctly place the domains in the boxes |
Puzzle 6 | Topology of computer networks | — understand what kind of network topology it is — correctly place the topology image in the box |
Puzzle 7 | Network protocol abbreviations | — understand what each abbreviation means (more difficult if English is not the mother tongue) — correctly place the full name of abbreviations in the boxes, one word at a time |
Puzzle 8 | Ipv6 addresses | — find hidden IP addresses — identify the correct Ipv6 address — place it on the screen |
Session | Purpose | Time |
---|---|---|
Game briefing | The teacher introduced the rules of the digital escape room and divided the students into pairs. | 10 min |
A pre-test | Each student independently completed a 26-question pre-test using Google Forms. | 15 min |
Digital escape rooms | Students participated in a digital escape room in pairs. | 30 min |
A post-test | Each student independently completed a 26-question post-test using Google Forms. | 15 min |
A student survey | Survey using a questionnaire consisting of 14 questions aimed at measuring student satisfaction with the activity through the Google Forms platform. | 10 min |
Group interview | Finally, the researcher conducted a group interview with the 16 students who participated in the digital educational escape room. | 20 min |
Item | Mean | SD | Strongly Disagree | Disagree | Neutral | Agree | Strongly Agree |
---|---|---|---|---|---|---|---|
Q1. Time was running too fast during the game | 1.69 | 0.95 | 56.25% | 25.00% | 12.50% | 6.25% | 0.00% |
Q2. I felt a sense of accomplishment when I passed the level | 3.81 | 1.22 | 6.25% | 6.25% | 25.00% | 25.00% | 37.50% |
Q3. I was satisfied with the game | 4.44 | 0.73 | 0.00% | 0.00% | 12.50% | 31.25% | 56.25% |
Q4. When I was playing, I was not aware of my surroundings | 3.06 | 1.18 | 12.50% | 12.50% | 43.75% | 18.75% | 12.50% |
Q5. I wanted to complete the entire game | 4.44 | 1.09 | 0.00% | 12.50% | 6.25% | 6.25% | 75.00% |
Q6. The game was an interesting way to review the topic of HTML and computer networks | 4.31 | 0.87 | 0.00% | 0.00% | 25.00% | 18.75% | 56.25% |
Q7. I would recommend this activity to other students at school | 4.75 | 0.68 | 0.00% | 0.00% | 12.50% | 0.00% | 87.50% |
Q8. The game was an interesting way to learn new information from HTML and networks | 3.63 | 0.96 | 0.00% | 6.25% | 50.00% | 18.75% | 25.00% |
Q9. The game encouraged me to think about the curriculum in a new way | 3.63 | 1.36 | 12.50% | 0.00% | 37.50% | 12.50% | 37.50% |
Q10. I also learned something from my classmate in the escape room | 3.19 | 1.56 | 18.75% | 18.75% | 18.75% | 12.50% | 31.25% |
Q11. Learning through play is better than a regular class | 4.50 | 0.97 | 0.00% | 6.25% | 12.50% | 6.25% | 75.00% |
Q12. It was difficult for me to concentrate on the content because I felt stressed | 1.19 | 0.54 | 87.50% | 6.25% | 6.25% | 0.00% | 0.00% |
Q13. The tasks I had to solve in the levels (maze, pairs, search, etc.) distracted me from concentrating on the content about HTML, networks | 1.63 | 0.72 | 50.00% | 37.50% | 12.50% | 0.00% | 0.00% |
Q14. In general, I like to play games (e.g., video games, social network games, board games,…) | 4.31 | 1.40 | 12.50% | 0.00% | 6.25% | 6.25% | 75.00% |
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Huraj, L.; Hrmo, R.; Sejutová Hudáková, M. The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students. Educ. Sci. 2022, 12, 682. https://doi.org/10.3390/educsci12100682
Huraj L, Hrmo R, Sejutová Hudáková M. The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students. Education Sciences. 2022; 12(10):682. https://doi.org/10.3390/educsci12100682
Chicago/Turabian StyleHuraj, Ladislav, Roman Hrmo, and Marianna Sejutová Hudáková. 2022. "The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students" Education Sciences 12, no. 10: 682. https://doi.org/10.3390/educsci12100682
APA StyleHuraj, L., Hrmo, R., & Sejutová Hudáková, M. (2022). The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students. Education Sciences, 12(10), 682. https://doi.org/10.3390/educsci12100682