TY - GEN
T1 - Escape the classroom
T2 - 10th International Conference on Higher Education Advances (HEAd’24)
AU - Psyllou, Maria
N1 - Originally presented in poster format.
PY - 2024/6/26
Y1 - 2024/6/26
N2 - This paper examines the impact of an interactive in person escape room game on students’ engagement and learning in a first year quantitative module. Developed and implemented as a formative assessment and alternative method of revision, the game aimed to enhance student engagement and academic performance. Through a captivating Cluedo narrative and integrated hints, the game facilitated an interactive learning environment. Subsequent evaluations, including peer feedback, questionnaires, and focus groups, were conducted to evaluate effectiveness. The findings demonstrate that the game significantly reinforced students’ engagement and learning. Moreover, it positively influenced their performance, motivation, teamwork, and communication skills. The interactive nature of the escape room game ignited students’ enthusiasm and active participation resulting in an enjoyable and immersive learning experience. Overall, the game proved highly beneficial for the module, generating positive outcomes for the participating students.
AB - This paper examines the impact of an interactive in person escape room game on students’ engagement and learning in a first year quantitative module. Developed and implemented as a formative assessment and alternative method of revision, the game aimed to enhance student engagement and academic performance. Through a captivating Cluedo narrative and integrated hints, the game facilitated an interactive learning environment. Subsequent evaluations, including peer feedback, questionnaires, and focus groups, were conducted to evaluate effectiveness. The findings demonstrate that the game significantly reinforced students’ engagement and learning. Moreover, it positively influenced their performance, motivation, teamwork, and communication skills. The interactive nature of the escape room game ignited students’ enthusiasm and active participation resulting in an enjoyable and immersive learning experience. Overall, the game proved highly beneficial for the module, generating positive outcomes for the participating students.
UR - https://headconf.org/program/#sposter1
M3 - Conference contribution
T3 - International Conference on Higher Education Advances (HEAd)
BT - 10th International Conference on Higher Education Advances (HEAd’24)
PB - Polytechnic University of Valencia
Y2 - 18 June 2024 through 21 June 2024
ER -