ERIC Number: EJ1169654
Record Type: Journal
Publication Date: 2018
Pages: 6
Abstractor: ERIC
ISBN: N/A
ISSN: ISSN-0009-4056
EISSN: N/A
Creating Engaging Escape Rooms for the Classroom
Nicholson, Scott
Childhood Education, v94 n1 p44-49 2018
Escape rooms are "live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time." Escape Rooms are one type of Escape Game, which are narrative-based challenges that use puzzles, tasks, and a time limit, but may be table-based paper puzzles (such as a Puzzle Hunt) or a group activity to get a locked box open (such as Breakout Boxes). Escape Games are a type of Live-Action Game, which are Scott Nicholson Professor of Game Design and Development, Wilfrid Laurier University games where the player and the in-game avatar the player controls are the same thing. Rather than controlling something on a board or screen, players in Live-Action Games engage directly with the game world. This article discusses the benefits of using escape games in a classroom, provides three examples of different types of escape games, and explains how to avoid superficial educational game design.
Descriptors: Class Activities, Educational Games, Learner Engagement, Puzzles, Group Activities, Game Theory, Problem Solving, Simulation, Teamwork, Recreational Activities, Teaching Methods
Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Publication Type: Journal Articles; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A