Edu-Escape Rooms
Definition
:1. Introduction
- Define and understand Escape Rooms, including their origins and influences.
- Identify the advantages, areas of action, and associated problems throughout the implementation of Escape Rooms.
- Identify key issues with Escape Room design and the differences between conventional Escape Rooms and Edu-Escape Rooms.
2. Origins
3. Benefits, Experiences, and Design
- Improving problem-solving skills
- Encouraging collaborative work
- Learning to think
- Facilitating motivation and learning by doing
- Improving learning immersion
- Developing the imagination
- Enhancing the vision of the whole
- Enjoyment
- Social interaction and communication
- Social relationships and a sense of belonging
- Analytical skills such as critical thinking
- Creativity
- Leadership behaviours
- Can be reused several times with different groups
- As an additional activity for reviewing material
- Poor evaluation
- Time commitment
- Small sample sizes (for research) *
- Limited resources
- Unbalanced difficulty
- Duration
- Budget limitations
- Large group sizes (more difficult to manage them) *
- An open structure (different puzzles can be solved at the same time)
- Sequential structure (solving one puzzle unlocks the next, until the final puzzle can be solved)
- Path-based structure (several paths of puzzles; paths are independent, like the open structure, between them until the end, with a sequential structure inside the path)
- Complex, hybrid structure, which may take the form of a pyramid
4. Conclusions
- Define and understand the Escape Rooms, including their origins and influences.
- Identify their advantages, fields of action, and associated problems during their implementation.
- Identify key issues about its design and the differences between conventional Escape Rooms and Edu-Escape Rooms.
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Entry Link on the Encyclopedia Platform
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Topic | Conventional Escape Rooms | Edu-Escape Rooms |
---|---|---|
Audience | Broad | Specific target group with well-defined learning goals |
Success rate | Variable | High |
Puzzles | No need to align with the curriculum | Align with the curriculum |
Puzzles outcomes | Variable | Numerical or alphabetical codes |
Spaces | Usually one or several rooms connected | Usually more limited (classroom) |
Time to set up and clear away | Freer | Limited (academic timetable) |
Number of users | Usually one team (3–7, average) | A whole class or course (groups of 20–100) |
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Share and Cite
Grande-de-Prado, M.; García-Martín, S.; Baelo, R.; Abella-García, V. Edu-Escape Rooms. Encyclopedia 2021, 1, 12-19. https://doi.org/10.3390/encyclopedia1010004
Grande-de-Prado M, García-Martín S, Baelo R, Abella-García V. Edu-Escape Rooms. Encyclopedia. 2021; 1(1):12-19. https://doi.org/10.3390/encyclopedia1010004
Chicago/Turabian StyleGrande-de-Prado, Mario, Sheila García-Martín, Roberto Baelo, and Víctor Abella-García. 2021. "Edu-Escape Rooms" Encyclopedia 1, no. 1: 12-19. https://doi.org/10.3390/encyclopedia1010004
APA StyleGrande-de-Prado, M., García-Martín, S., Baelo, R., & Abella-García, V. (2021). Edu-Escape Rooms. Encyclopedia, 1(1), 12-19. https://doi.org/10.3390/encyclopedia1010004