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Breaking the chains
of videoconferencing: the possibilities of
educational escape rooms
Debbie Holley @debbieholley1
Bournemouth University
Carina Buckley @evildrB
Solent University
Kate Coulson @K8tecoulson
University of Northampton
Connecting with our students and
colleagues during the pandemic
Online shared spaces have
their uses
• Zoom
• MS Teams
• Google hangouts
• However, research showing
it is exhausting, stressful and
impacts on our mental
health (Wiederholt 2020)
The paradigm of adopting games and play as systems for representing
and simulating real-life conditions, imparting knowledge and moral
teachings, and generally nurturing social evolution, is an approach
which has only recently started to be called ‘Game Based
Learning (Clarke et al 2017)
• The JISC 'Student digital
experience insights survey'
only 20% of students gain
any 'real life' simulation
experiences
• Creativity, games, and role
plays are
established educational
methods
• and communities of
practice, such as
@CreativeHE draw upon
these methodologies to
inform their research.
• Veldkamp et al point to a
lack of educational 'escape
room' scenarios...
What is an escape room?
• The participants in an escape room normally play as a
cooperative team ranging anywhere between two and ten
players.
• Games are set in a variety of fictional locations, such as
prison cells, dungeons, and space stations. The player's
goals and challenges they encounter usually follow the
theme of the room.
• The game begins with a brief introduction to the rules of
the game and how to win. This can be delivered in the form
of video, audio, or a physical gamemaster.
Breakout
room
activity
Case Study: "Induction
Investigation" @ Northampton
• New approach to induction
• Pre-pandemic....
• To create connections
• F2F and Online
• Academic Skills > University
Feedback? Would you be interested in an LD@3 on 'how to' create an escape room? In
collating co-designed resources and examples and writing for JLDHE with us?
References: @CreativeHE and
blog: https://creativehecommunity.wordpress.com/
Clarke, S., Peel, D.J., Arnab, S., Morini, L., Keegan, H. and
Wood, O., 2017. escapED: a framework for creating
educational escape rooms and Interactive
Games For Higher/Further Education. International
Journal of Serious Games, 4(3), pp.73-86.
JISC Student digital experience insights survey (2020)
https://www.jisc.ac.uk/sites/default/files/student-dei-
he-report-2020.pdf
Veldkamp, A., van de Grint, L., Knippels, M.C. and van
Joolingen, W., 2020. Escape education: A systematic
review on escape rooms in education.
https://www.preprints.org/manuscript/202003.0182/v1
Wiederhold, B.K., 2020. Connecting through technology
during the coronavirus disease 2019 pandemic: Avoiding
“Zoom Fatigue”.
https://www.liebertpub.com/doi/pdfplus/10.1089/cyber
.2020.29188.bkw

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Breaking the chains of videoconferencing: the possibilities of educational escape rooms

  • 1. Breaking the chains of videoconferencing: the possibilities of educational escape rooms Debbie Holley @debbieholley1 Bournemouth University Carina Buckley @evildrB Solent University Kate Coulson @K8tecoulson University of Northampton
  • 2. Connecting with our students and colleagues during the pandemic Online shared spaces have their uses • Zoom • MS Teams • Google hangouts • However, research showing it is exhausting, stressful and impacts on our mental health (Wiederholt 2020)
  • 3. The paradigm of adopting games and play as systems for representing and simulating real-life conditions, imparting knowledge and moral teachings, and generally nurturing social evolution, is an approach which has only recently started to be called ‘Game Based Learning (Clarke et al 2017) • The JISC 'Student digital experience insights survey' only 20% of students gain any 'real life' simulation experiences • Creativity, games, and role plays are established educational methods • and communities of practice, such as @CreativeHE draw upon these methodologies to inform their research. • Veldkamp et al point to a lack of educational 'escape room' scenarios...
  • 4. What is an escape room? • The participants in an escape room normally play as a cooperative team ranging anywhere between two and ten players. • Games are set in a variety of fictional locations, such as prison cells, dungeons, and space stations. The player's goals and challenges they encounter usually follow the theme of the room. • The game begins with a brief introduction to the rules of the game and how to win. This can be delivered in the form of video, audio, or a physical gamemaster.
  • 6. Case Study: "Induction Investigation" @ Northampton • New approach to induction • Pre-pandemic.... • To create connections • F2F and Online • Academic Skills > University
  • 7. Feedback? Would you be interested in an LD@3 on 'how to' create an escape room? In collating co-designed resources and examples and writing for JLDHE with us?
  • 8. References: @CreativeHE and blog: https://creativehecommunity.wordpress.com/ Clarke, S., Peel, D.J., Arnab, S., Morini, L., Keegan, H. and Wood, O., 2017. escapED: a framework for creating educational escape rooms and Interactive Games For Higher/Further Education. International Journal of Serious Games, 4(3), pp.73-86. JISC Student digital experience insights survey (2020) https://www.jisc.ac.uk/sites/default/files/student-dei- he-report-2020.pdf Veldkamp, A., van de Grint, L., Knippels, M.C. and van Joolingen, W., 2020. Escape education: A systematic review on escape rooms in education. https://www.preprints.org/manuscript/202003.0182/v1 Wiederhold, B.K., 2020. Connecting through technology during the coronavirus disease 2019 pandemic: Avoiding “Zoom Fatigue”. https://www.liebertpub.com/doi/pdfplus/10.1089/cyber .2020.29188.bkw