Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education
Abstract
:1. Introduction
- Out-of-the-Box learning, a novel learning approach that emphasizes the importance of engaging students in unconventional, creative, and experiential learning activities that challenge them to think critically, solve problems, and collaborate.
- The concept of digital escape room design patterns that are commonly employed in the creation of escape room puzzles and challenges. These patterns assist designers in developing puzzles that are both intriguing and demanding for learners.
- Six escape room design patterns (Search and Discovery, Lock and Key, Observation and Deduction, Sequence and Order, Communication and Collaboration, Red Herring), which represent a variety of possible pathways in designing digital escape rooms for learning.
2. Literature Review
2.1. Theoretical Frameworks for Understanding the Use of Digital Escape Rooms in Education
2.2. Empirical Evidence of the Impact of Digital Escape Rooms on Student Engagement and Learning Outcomes
3. Methodology
3.1. Theoretical Framework of Out-of-the-Box Learning
- Constructivism emphasizes that learning is an active process in which learners actively construct their own understanding of the world based on their prior knowledge and experiences. In Out-of-the-Box Learning, this means that learners are encouraged to use their existing knowledge and skills to solve problems and construct new knowledge through experiential learning activities.
- Social learning theory [54] emphasizes the importance of social interactions and collaborative learning, as learners work together to solve problems and share their knowledge and skills. In Out-of-the-Box Learning, this means that learners are encouraged to work in groups, discuss their ideas, and learn from each other in a supportive, collaborative environment.
- Experiential learning theory emphasizes the importance of hands-on, immersive learning experiences, where learners learn by doing and reflecting on their experiences. In Out-of-the-Box Learning, this means that learners are provided with opportunities to apply their knowledge and skills in real-world scenarios, and to reflect on their experiences to deepen their understanding and refine their skills.
3.2. Learning Aims and Expected Outcomes
- To engage students in a fun and interactive learning experience that promotes active learning and problem-solving skills.
- To reinforce the concepts and principles of integration and calculus and provide students with opportunities to apply these concepts in real-world scenarios.
- To foster teamwork and collaboration among students, as they work together to solve math problems and escape the digital room [58].
- To develop critical thinking skills, as students analyze and evaluate mathematical problems and use logic and reasoning to solve them [59].
- To improve students’ confidence in their math abilities, as they experience success in solving challenging math problems.
- To encourage creativity and innovation, as students explore different approaches to solving problems and develop their own unique solutions.
- To provide opportunities for formative assessment, as students receive feedback on their progress and understanding of the material.
3.3. Design of Learning Paths and Scenarios
- Identify the learning objectives: The first step is to identify the learning objectives and desired outcomes for the digital escape room experience. This involves understanding the knowledge, skills, and competencies that learners are expected to acquire through the experience.
- Choose the digital escape room platform: There are various digital escape room platforms available, such as Breakout EDU, Escape Classroom, EdPuzzle, and Gdevelop. Select the platform that best aligns with the learning objectives and desired outcomes.
- Create the storyline and theme: Design a storyline and theme that aligns with the learning objectives and desired outcomes. This could involve creating a narrative that engages learners and sets the context for the escape room experience.
- Design the puzzles and challenges: Develop puzzles and challenges that are aligned with the learning objectives and desired outcomes. These should be challenging enough to promote critical thinking and problem-solving skills but not too difficult that they become frustrating for learners.
- Map the learning path: Map out the learning path that learners will follow during the escape room experience. This involves creating a sequence of puzzles and challenges that build on each other and progress towards the learning objectives.
- Incorporate feedback mechanisms: Incorporate feedback mechanisms, such as hints or clues, to help learners progress through the escape room experience. These mechanisms should be designed to provide just enough support to keep learners engaged and motivated.
- Test and evaluate: Test the learning paths and scenarios with a sample group of learners to evaluate their effectiveness. This involves collecting feedback on the engagement, motivation, and learning outcomes of learners.
3.4. Creation of Storyline
- Define the learning objectives: The first step is to define the learning objectives of the escape room experience. This will guide the development of the storyline and ensure that the experience aligns with the desired learning outcomes.
- Identify the target audience: Identify the target audience for the escape room experience, such as students of a certain age group or learners with specific interests. This will help in creating a storyline that is engaging and relevant to the target audience.
- Choose the game mechanics: Choose the game mechanics that align with the learning objectives and the desired experience. This could involve elements such as puzzles, challenges, hidden clues, or timed challenges.
- Determine the dynamics: Determine the dynamics of the escape room experience, such as the pace of the game, the level of difficulty, and the degree of collaboration required among players. This will help in creating an experience that is engaging and challenging for learners.
- Establish the aesthetics: Establish the aesthetics of the escape room experience, such as the theme, the visual elements, and the sound effects. This will help in creating an immersive and engaging experience for learners.
- Develop the storyline: Using the chosen game mechanics, dynamics, and aesthetics, develop a storyline that aligns with the learning objectives and engages the target audience. This could involve creating a narrative that sets the context for the escape room experience and ties together the various game mechanics.
- Playtest and refine: Playtest the escape room experience with a sample group of learners to evaluate its effectiveness and identify areas for improvement. Refine the storyline based on the feedback received and make adjustments to the game mechanics, dynamics, and aesthetics as necessary.
3.5. Designing Puzzles and Challenges
- Based on the learning objectives and storyline, develop a series of puzzles and challenges that progressively build in difficulty and complexity. The puzzles and challenges should be creative, engaging, and challenging but also aligned with the learning objectives. For example, you could create puzzles that involve coding, logical reasoning, or pattern recognition.
- Use a variety of puzzle types to keep students engaged and to cater to different learning styles. Some examples include logic puzzles, math problems, code-breaking puzzles, and visual puzzles.
- Scaffold the difficulty level of the puzzles and challenges so that students gradually increase in difficulty. This helps students build confidence and ensures that they do not get frustrated and give up.
- Once you have developed a prototype of the escape room, test it with a small group of participants to get feedback on the puzzles and challenges. Use the feedback to refine and improve the puzzles and challenges, ensuring that they are appropriately challenging and aligned with the learning objectives.
- Finally, implement the escape room with a larger group of participants and evaluate its effectiveness in achieving the learning objectives. Collect feedback from participants and use it to further refine and improve the escape room for future use.
3.6. Feedback Mechanisms
- Immediate feedback: During the game, it is important to provide immediate feedback to players on their progress, performance, and problem-solving strategies. This can include feedback on whether a puzzle has been solved correctly, hints or guidance to help players progress, and feedback on the effectiveness of different strategies used to solve puzzles.
- Reflection and metacognition: In addition to immediate feedback on performance, it is important to encourage reflection and metacognition among players. This can include prompts for players to reflect on their problem-solving process, strategies, and decision-making. It can also include prompts for players to articulate their understanding of key concepts and how they are applying them in the game.
- Post-game feedback: After the game, it is important to collect feedback from players on their experience, including what they liked and disliked about the game, what they learned, and how the game could be improved. This feedback can be used to improve future versions of the escape room, including refining the puzzles and challenges, improving the storyline and theme, and enhancing the feedback mechanisms.
- Analytics and data tracking: Digital escape rooms can also incorporate analytics and data tracking to provide insights into player behavior and performance [61]. This can include tracking the time taken to solve puzzles, the number of hints used, and the number of attempts it takes to solve a puzzle. This data can be used to further refine and improve the escape room, as well as to assess the effectiveness of the game in achieving the learning objectives.
3.7. Lifecycle of Digital Escape Rooms
- Planning: This stage involves identifying the learning goals, selecting the math concepts to be taught, and designing the puzzles and challenges that will be included in the escape room.
- Development: In this stage, the escape room is developed, including the creation of the puzzles, clues, and room design. The room design should be carefully planned to support the learning goals and ensure that the puzzles are engaging and challenging.
- Testing: In this stage, the escape room is tested to ensure that it is engaging, challenging, and aligned with the learning goals. Feedback from test participants is used to make improvements to the escape room.
- Implementation: Once the escape room is finalized and tested, it is implemented in the math course. Students are provided with an introduction to the escape room and the learning goals it is designed to achieve.
- Facilitation: During the escape room session, the facilitator plays an important role in providing support and guidance to students, answering questions, and ensuring that the students are making progress through the puzzles.
- Assessment: After completing the escape room, students may be assessed through traditional methods such as exams or through alternative methods such as self-reflection or group reflection. Assessment can be used to evaluate student learning outcomes and to identify areas for improvement in future escape rooms.
- Improvement: Based on assessment data and feedback from students and facilitators, improvements can be made to the escape room to make it more effective for teaching math concepts in the future.
4. Escape Room Design Patterns
4.1. Outline
- Search and Discovery, a pattern which involves players searching a room or area for clues and items that will help them solve puzzles and progress through the game.
- Lock and Key, a pattern which involves players finding and using keys or combinations to unlock locks and open doors or containers that contain clues or items needed to progress through the game.
- Observation and Deduction, a pattern which involves players observing their surroundings and using their powers of deduction to solve puzzles based on visual and audio clues.
- Sequence and Order, a pattern which involves players determining the correct sequence or order in which to perform a series of actions or solve a set of puzzles.
- Communication and Collaboration, a pattern which involves players working together and communicating effectively to solve puzzles and progress through the game.
- Red Herring, a pattern which involves including misleading clues or dead ends that divert players’ attention from the true solution to a puzzle or challenge.
4.2. Escape Room Pattern Specification
- Pattern Name: The name of the escape room design pattern.
- Learning Objective: The learning objective of the pattern.
- Difficulty Level: An indication of the difficulty level of the pattern, including any prerequisites or skills required to successfully complete the challenge.
- Description: A brief explanation of the pattern, its purpose, and how it contributes to the Out-of-Box Learning.
- Solution: A description of when and how the pattern is used, including any variations or modifications that may be applied.
- Examples: A few examples of how the pattern has been used in existing escape rooms, with a brief explanation of the puzzle or challenge.
- Variations: Any potential variations or modifications that could be made to the pattern, including how they might affect the difficulty level or gameplay experience.
- Design Considerations: Any specific design considerations that should be taken into account when using the pattern, such as the amount of space required, the necessary equipment, or the level of player interaction.
- Tips: Any helpful tips or suggestions for designers looking to implement the pattern in their own escape rooms, including common mistakes to avoid or creative ways to make the challenge more engaging.
- Notes: Any additional notes or comments that may be relevant to the pattern, including feedback from players or designers who have used it in the past.
4.3. Search and Discovery Pattern
- Pattern Name: Search and Discovery
- Learning Objective: This pattern aims to challenge players’ problem-solving and observation skills as well as their ability to work together and communicate effectively.
- Difficulty Level: Moderate to Difficult. Players must search the room for clues and hidden objects and use their observations to solve puzzles and piece together the solution.
- Description: In this pattern, players must search the room for hidden clues or objects that will help them solve a larger puzzle or challenge. These clues may be hidden in plain sight or require some creative thinking to uncover. Once all of the necessary clues have been found, players must use them to piece together the solution to the challenge and escape the room.
- Solution: The solution to this pattern will vary depending on the specific challenge, but it generally involves using the clues or objects found throughout the room to solve a larger puzzle or reveal a hidden key or code.
- Examples: One example of the Search and Discovery pattern in action is a room where players must search for hidden symbols or codes that will help them unlock a series of locks or puzzles. Another example might involve searching for hidden objects or clues that reveal the location of a hidden key or map.
- Variations: Variations on this pattern might include changing the type of clues or objects that players must find, or adding additional layers of complexity to the overall puzzle. For example, players might need to use a black light or other specialized equipment to find hidden clues, or they might need to work together to decode a series of clues or puzzles.
- Design Considerations: Designers should take care to hide the clues or objects in a way that is not too obvious, but not too difficult to find. It is also important to consider the amount of space required for players to search, and to ensure that there are enough clues or objects to keep players engaged and challenged.
- Tips: To make this pattern more engaging, designers might consider adding additional layers of complexity to the overall puzzle, such as requiring players to solve multiple smaller puzzles or challenges before they can move on to the larger challenge. It is also important to encourage players to communicate and work together, as this will help them to find and solve the clues more quickly and effectively.
- Notes: Feedback from players who have participated in rooms using this pattern indicates that it can be a very engaging and rewarding challenge, but that it is important to strike the right balance between difficulty and accessibility. Additionally, designers should take care not to make the clues or objects too difficult to find, as this can be frustrating and can detract from the overall experience.
4.4. Lock and Key Pattern
- Pattern Name: Lock and Key
- Learning Objective: Problem-solving, critical thinking, collaboration, and communication skills.
- Difficulty Level: Intermediate
- Description: The Lock and Key escape room pattern involves a series of challenges or puzzles that require players to find keys to unlock various locks or devices. The pattern is based on the idea that each lock has a corresponding key, and players must use their problem-solving skills to identify the keys and unlock the locks.
- Solution: The solution to the Lock and Key escape room pattern is to locate and use the correct keys to unlock all of the locks or devices. The keys may be hidden in various places throughout the room or provided as part of other puzzles.
- Examples: One example of the Lock and Key pattern involves using a key to unlock a padlock on a box that contains a clue to the next puzzle. Another example could be finding a key hidden in a book and using it to unlock a cabinet that contains additional clues.
- Variations: One variation of the Lock and Key pattern is to have multiple keys that are not labeled, and players must identify which key corresponds to which lock. Another variation is to have keys that are hidden in a specific order, requiring players to solve puzzles in a particular sequence.
- Design Considerations: When designing a Lock and Key escape room, it is important to make sure that the locks and keys are challenging but not impossible to solve. The puzzles should be logical and have clear solutions. The designer should also consider the number and types of locks and keys to use, as well as the complexity of the puzzles.
- Tips: It is important to provide players with clear instructions on how to use the locks and keys. The designer should also ensure that the locks and keys are in good working order and that the keys are not too difficult to handle.
- Notes: The Lock and Key pattern is a popular and effective method for engaging players in an escape room. However, it’s important to balance the challenge level with the players’ skills and abilities to ensure a fun and rewarding experience.
4.5. Observation and Deduction Pattern
- Pattern Name: Observation and Deduction
- Learning Objective: Attention to detail, critical thinking, deduction, and problem-solving skills.
- Difficulty Level: Advanced
- Description: The Observation and Deduction escape room pattern is based on the idea of providing players with a set of clues that they must use to deduce a hidden message or solve a puzzle. The pattern requires players to carefully observe and analyze their surroundings, paying attention to even the smallest details.
- Solution: The solution to the Observation and Deduction escape room pattern is to use the clues provided to deduce a hidden message or solve a puzzle. The clues may be hidden in various locations throughout the room or provided as part of other puzzles.
- Examples: One example of the Observation and Deduction pattern involves using a series of clues to determine the correct combination to unlock a safe. Another example could be identifying a pattern in a series of numbers or letters to reveal a hidden message.
- Variations: One variation of the Observation and Deduction pattern is to have multiple sets of clues that lead to different solutions, requiring players to choose the correct path. Another variation is to have clues that are hidden in a specific order, requiring players to solve puzzles in a particular sequence.
- Design Considerations: When designing an Observation and Deduction escape room, it is important to provide a variety of clues that challenge players’ deductive reasoning skills. The designer should also ensure that the clues are not too obscure or difficult to find and that there is a clear logic to the solution.
- Tips: It is important to provide players with a clear understanding of how the clues fit together and how to use deductive reasoning to solve the puzzle. The designer should also consider the pacing of the game and the difficulty level, making sure that players have enough time to solve the puzzle without becoming frustrated.
- Notes: The Observation and Deduction pattern can be challenging but rewarding for advanced players. The pattern encourages players to think outside the box and use their critical thinking skills to solve complex puzzles.
4.6. Sequence and Order Pattern
- Pattern Name: Sequence and Order
- Learning Objective: To teach participants how to identify and organize sequential patterns in order to solve a problem.
- Difficulty Level: Intermediate
- Description: In this escape room pattern, participants must identify a specific sequence or order of items, symbols, or clues in order to progress through the game. The challenge is to recognize the pattern and apply it correctly to the clues or objects in the room.
- Solution: The solution to this pattern is usually a specific order or sequence of items, numbers, symbols, or colors that must be followed to unlock a door, solve a puzzle, or reveal a hidden clue.
- Examples: An example of this pattern would be a room with several objects scattered around, each with a number or symbol on it. Participants must identify the correct order of the symbols in order to unlock a box that contains the key to escape the room. The escape room can be designed in such a way that requires students to solve a series of math problems in a specific order. Each problem provides a clue to the next problem, and the final solution can only be achieved by correctly solving all the problems in the correct order. For instance, in a geometry class, the escape room can be designed to test the students’ knowledge of geometric shapes and their properties. The students can be given a set of problems that involve identifying the properties of various geometric shapes and using them to solve a series of puzzles. The escape room can be designed in such a way that the solution to each puzzle provides a clue to the next puzzle, and the final solution can only be achieved by solving all of the puzzles in the correct order.
- Variations: This pattern can be varied by changing the type of sequence or pattern used (e.g., alphabetical order, chronological order, Fibonacci sequence, etc.), or by increasing the complexity of the pattern.
- Design Considerations: Designers should consider the level of difficulty of the pattern and ensure that it is solvable without being too obvious or too obscure. It is important to provide enough clues to allow participants to discover the pattern while also challenging them to think critically and logically.
- Tips: To create a successful Sequence and Order escape room, designers should pay close attention to the clues and objects used in the game. Clues should be presented in a clear and organized manner, and the pattern should be consistent and logical.
- Notes: This pattern can be combined with other escape room patterns, such as Lock and Key, Search and Discovery, or Observation and Deduction, in order to create a more complex and challenging game experience.
4.7. Communication and Collaboration Pattern
- Pattern Name: Communication and Collaboration
- Learning Objective: Encourage communication and collaboration among team members.
- Difficulty Level: Medium to Hard
- Description: This pattern is designed to challenge players to work together and communicate effectively to solve a series of puzzles. The room may be divided into different areas or sections, each containing a puzzle or clue that requires collaboration to solve. Players must share information and work together to make progress.
- Solution: The solution to each puzzle may provide a clue or piece of information that is necessary to solve another puzzle in the room. Players must communicate effectively to piece together the information and solve all the puzzles to escape the room.
- Examples: One example of this pattern may be a room with multiple locked boxes that can only be opened by solving different puzzles in different sections of the room. Each box may contain a clue or piece of information that is necessary to solve another puzzle in the room.
- Variations: This pattern can be modified to suit different themes or settings. For example, in a laboratory-themed escape room, players may need to work together to solve a series of scientific puzzles to find the cure for a deadly virus.
- Design Considerations: This pattern requires careful design of the puzzles and clues to ensure that they are interconnected and require collaboration to solve. The room should be designed in a way that encourages communication and collaboration among team members.
- Tips: The room should be designed to accommodate a team of players, with enough space for everyone to work together comfortably. The puzzles should be challenging enough to require collaboration, but not so difficult that they become frustrating.
- Notes: This pattern is ideal for team-building exercises or as a group activity for friends or family members. It is also a great way to encourage communication and collaboration among players, which can be useful in many real-world situations.
4.8. Red Herring Pattern
- Pattern Name: Red Herring
- Learning Objective: To encourage critical thinking and attention to detail by including misleading information.
- Difficulty Level: Medium to Hard.
- Description: In this pattern, the player encounters one or more clues that appear to be important to solving the puzzle but are, in fact, misleading or irrelevant. These clues can distract the player from the correct solution, leading them to waste time or resources. The goal of the pattern is to encourage players to carefully examine all clues and to think critically about their relevance.
- Solution: The solution to this pattern is to identify the misleading information and eliminate it as a possible solution. Players need to pay close attention to the details of the clues and to consider how they fit together to form a coherent solution.
- Examples: A puzzle might include a code that appears to be essential to unlocking a door but is actually a red herring. The code could be a decoy to throw players off the real solution, which might involve finding a hidden key or using a different code altogether.
- Variations: This pattern can be varied by including multiple red herrings, each leading players down a different path. The red herring could be used to create a false sense of security, leading players to believe they have solved the puzzle when they have not.
- Design Considerations: To design a successful Red Herring pattern, designers must carefully balance the misleading information with the true clues. Too much misleading information can frustrate players and detract from the overall experience, while too little can make the puzzle too easy.
- Tips: Designers should provide players with a clear indication when they have identified a red herring, such as a warning message or a penalty for choosing the wrong solution. This can help prevent players from becoming too discouraged or frustrated.
- Notes: The Red Herring pattern is a useful tool for encouraging critical thinking and attention to detail. It can be particularly effective when combined with other patterns, such as the Observation and Deduction pattern, to create complex and challenging puzzles.
5. Implementation of Digital Escape Room
5.1. Research Questions
- How can digital escape rooms be designed and implemented to maximize their effectiveness in promoting student engagement and learning outcomes in mathematics education?
- What are the potential benefits and challenges of using digital escape rooms in STEAM education, and how can they be addressed?
- How can the Out-of-the-Box Learning approach be applied to the design of digital escape rooms for mathematics education?
- How can digital escape rooms be used to foster teamwork, critical thinking, creativity, and self-directed learning in mathematics education?
- What is the effectiveness of digital escape room design patterns in promoting student engagement and learning outcomes in STEM education, and how can these patterns be designed and implemented to maximize their effectiveness?
5.2. Course Content, Aims and Description
5.3. Description of Escape Room
6. Results and Evaluation
- A great opportunity to have fun with group members and diversify the learning process!
- I really liked the idea of the game and its implementation.
- I really liked the game, there were interesting tasks. The game increased mathematical knowledge and team cooperation.
- A very original idea, unique tasks, non-standard.
- I really liked it, it brightened the mood, I would like more games like this. AWESOME!!!
- Great game, allowed repeating with the integral theme.
- An upbeat game that makes you turn your head in good company.
- I liked; I bonded more with my peers; which I think was the best part of it all!!!
- It was really fun actually; a great way to revise for tests
- I really enjoyed it and am glad I took a part in it
7. Discussion
7.1. Experiences of Lecturers Who Have Used Digital Escape Rooms for Math Teaching
7.2. Evaluation of Skills Acquired by the Learners
- Critical thinking: Out-of-the-Box Learning challenges learners to think critically and to develop problem-solving skills. By placing learners in unfamiliar situations and environments, it encourages them to think creatively and to find innovative solutions to complex problems.
- Creativity: Out-of-the-Box Learning fosters creativity by providing learners with opportunities to explore new ideas and to think outside the box. It encourages learners to take risks and to embrace challenges, which can help them to develop a sense of curiosity and a passion for lifelong learning.
- Collaboration: Out-of-the-Box Learning promotes collaboration by encouraging learners to work effectively in teams, communicate their ideas clearly, and take responsibility for their own learning. It emphasizes the importance of social interactions and collaborative learning, as learners work together to solve problems and share their knowledge and skills.
- Communication: Out-of-the-Box Learning helps learners to develop effective communication skills by providing opportunities to practice communicating their ideas clearly and persuasively. It encourages learners to listen actively and to provide constructive feedback to their peers.
- Self-directed learning: Out-of-the-Box Learning encourages learners to take responsibility for their own learning by providing opportunities for self-directed learning. It emphasizes the importance of hands-on, immersive learning experiences in which learners learn by doing and reflecting on their experiences.
- Growth mindset: Out-of-the-Box Learning promotes a growth mindset by encouraging learners to embrace challenges and to take risks. It fosters a sense of curiosity and a passion for lifelong learning, and encourages learners to take responsibility for their own learning.
7.3. Educational Relevance and Usefulness of Digital Escape Room Design Patterns
7.4. Impact of Digital Escape Rooms on Student Engagement and Learning Outcomes
7.5. Benefits and Challenges Associated with the Use of Digital Escape Rooms in Math Teaching
- Engaging and motivating: Digital escape rooms offer an immersive and interactive learning experience, which can engage and motivate students to learn math concepts and problem-solving skills.
- Promoting critical thinking and problem-solving: Digital escape rooms are designed to challenge students to solve complex puzzles and problems, promoting critical thinking and problem-solving skills.
- Individualized learning: Digital escape rooms can be designed to cater to different learning styles and abilities, allowing for individualized learning experiences.
- Collaborative learning: Digital escape rooms can also promote collaboration and teamwork, as students may need to work together to solve puzzles and escape the room [66].
- Flexibility: Digital escape rooms can be accessed from anywhere with an internet connection, allowing for flexible learning opportunities.
- Technical issues: Digital escape rooms may require a stable internet connection and up-to-date technology, which can be a challenge for some students and schools.
- Design and implementation: Designing and implementing digital escape rooms can be a time-consuming process requiring specialized knowledge and skills.
- Accessibility: Some students may face accessibility issues, such as visual or hearing impairments, which can make it challenging to participate in digital escape rooms.
- Assessment: Assessing student learning outcomes in digital escape rooms can be a challenge, as traditional assessment methods may not be applicable.
7.6. Evaluation Based on Conditions for Excellence
- Clear Goals: Escape rooms can have clear educational goals, such as promoting critical thinking, problem-solving skills, and collaboration among students.
- Adequate Preparation: Proper preparation is necessary for the design and implementation of an educational escape room. This includes ensuring that the puzzles and challenges are well-designed and aligned with the educational goals.
- Appropriate Assessment: Assessing the learning outcomes of an escape room can be challenging, but can be accomplished through methods such as formative assessments, student feedback, and self-reflection.
- Comprehensive Learning: Educational escape rooms can provide a comprehensive learning experience that engages students in problem-solving, critical thinking, and collaboration.
- Intellectual Challenge: Escape rooms can provide intellectual challenge by presenting students with complex puzzles and problems that require critical thinking and problem-solving skills to solve.
- Active Involvement: Educational escape rooms require active involvement from students, who must work together to solve puzzles and escape the room.
- Supportive Environment: Creating a supportive environment is critical for the success of an educational escape room. This includes providing students with the resources and support needed to solve puzzles and overcome challenges.
7.7. Critical Perspectives on the Use of Digital Escape Rooms in Education
7.8. Recommendations for the Design and Implementation of Digital Escape Rooms in Math Teaching
- Clearly define the learning objectives: Before designing a digital escape room, it is important to have a clear understanding of the learning objectives that you want to achieve. These objectives should guide the design of the puzzles and challenges in the escape room.
- Use a variety of puzzle types: Digital escape rooms should incorporate a variety of puzzle types in order to keep students engaged and to cater to different learning styles. Some examples include logic puzzles, math problems, code-breaking puzzles, and visual puzzles.
- Scaffold the difficulty level: The puzzles and challenges in the escape room should be scaffolded so that students gradually increase in difficulty. This helps students build confidence and ensures that they do not get frustrated and give up.
- Incorporate feedback mechanisms: Digital escape rooms should incorporate feedback mechanisms that provide students with immediate feedback on their progress. This can include hints or clues that guide students towards the correct solution, or feedback on their progress towards the final objective.
- Consider accessibility: When designing digital escape rooms, it is important to consider the needs of all students, including those with disabilities. This may include providing alternative formats for puzzles or challenges, such as audio or tactile formats.
- Allow for collaboration: Digital escape rooms can be designed to encourage collaboration among students. This can include puzzles or challenges that require students to work together, or by providing opportunities for students to share their progress and ideas with one another.
- Evaluate the effectiveness of the escape room: Once the digital escape room has been implemented, it is important to evaluate its effectiveness in achieving the learning objectives. This can include collecting feedback from students and assessing their performance on related assessments. This feedback can be used to improve future iterations of the escape room.
7.9. Answers to Research Questions
7.9.1. How Can Digital Escape Rooms Be Designed and Implemented to Maximize Their Effectiveness in Promoting Student Engagement and Learning Outcomes in Mathematics Education?
7.9.2. What Are the Potential Benefits and Challenges of Using Digital Escape Rooms in STEAM Education, and How Can They Be Addressed?
7.9.3. How Can the Out-of-the-Box Learning Approach Be Applied to the Design of Digital Escape Rooms for Mathematics Education?
7.9.4. How Can Digital Escape Rooms Be Used to Foster Teamwork, Critical Thinking, Creativity, and Self-Directed Learning in Mathematics Education?
7.9.5. What Is the Effectiveness of Digital Escape Room Design Patterns in Promoting Student Engagement and Learning Outcomes in STEM Education, and How Can These Patterns Be Designed and Implemented to Maximize Their Effectiveness?
7.10. Suggestions for Future Research
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Learning Approach | Component of Learning Approach | Relationship to Other Components | Use in Out-of-the-Box Learning |
---|---|---|---|
Constructivism | Active learning | Interacts with prior knowledge | Encourages learners to use existing knowledge to construct new understanding |
Knowledge construction | Collaborative learning | Emphasizes that learners actively construct their own understanding of the world | |
Social learning theory | Collaborative learning | Social interaction | Emphasizes the importance of social interactions and collaborative learning |
Peer learning | Learning from peers | Encourages learners to work in groups and learn from each other | |
Experiential learning | Hands-on learning | Active experimentation | Emphasizes the importance of hands-on, immersive learning experiences |
Reflection | Deepens understanding and refines skills | Encourages learners to reflect on their experiences to deepen their understanding and refine their skills |
Criterion | Description |
---|---|
Acquisition of Knowledge | Out-of-the-Box learning encourages learners to engage in active exploration, discovery and problem-solving, which can help them to acquire a deeper and more meaningful understanding of the subject matter. By breaking away from traditional classroom-based learning, students are exposed to a wider range of perspectives and real-world applications that can broaden their knowledge and understanding. |
Development of Skills | Out-of-the-Box learning is designed to foster a wide range of skills, including critical thinking, creativity, collaboration, communication, and self-directed learning. By placing learners in unfamiliar situations and environments, it challenges them to think creatively and to develop problem-solving skills. Students also learn how to work effectively in teams, communicate their ideas clearly, and take responsibility for their own learning. |
Formation of Attitudes and Values | Out-of-the-Box learning promotes a growth mindset and encourages learners to embrace challenges and take risks [55]. It also fosters a sense of curiosity and a passion for lifelong learning, and encourages students to take responsibility for their own learning. In addition, it can help students to develop empathy, respect for diversity, and a sense of social responsibility. |
Applicability to Different Educational Contexts | Out-of-the-Box learning can be applied in a wide range of educational contexts [56], from formal classroom-based learning to informal learning in community settings. It can also be adapted to suit learners of different ages, backgrounds, and abilities, and can be used to teach a wide range of subjects and skills. However, it may require different resources and support structures depending on the context in which it is used. |
Levels | Learning Content |
---|---|
Warm-up | Indefinite integrals by parts |
Red room | Parametric curves (Astroid) |
Digital corridor (Figure 2) | Finding the area under a curve using definite integration |
Blue room | Indefinite integrals by substitution |
Yellow room (Figure 3) | Definite integrals with symmetry bounds of odd and even functions |
Green room | Applications of definite integrals: the area between curves, length of curves, the volume of a solid of revolution |
Obstacle | No math task |
Grey room (Figure 5) | Definite integrals with symmetry bounds of odd and even functions |
White room | Applications of definite integrals: length of curves (parametric curves) |
Obstacle: Pirate (Figure 6) | Wallis’ integrals; Definite integrals with symmetry bounds of odd and even functions |
Black room (Figure 7) | Applications of Double Integrals (Mass) |
Danger room (Figure 8) | Improper integral with one infinite bound (convergent, divergent) |
The last room | Indefinite integrals by w-substitution |
No | Question | Answer Options |
---|---|---|
1 | Have you participated in a digital escape room before? | Yes/No |
2 | How engaging was the digital escape room experience? | 1–2 (not engaging)/3 (somewhat engaging)/4–5 (very engaging) |
3 | Did you find escape room an appropriate form of teaching in this course? | 1 (definitively no)/2 (rather no)/3 (not sure)/4 (rather yes)/ 5 (definitively yes) |
4 | Did the digital escape room experience improve your understanding of the subject matter? | 1 (definitively no)/2 (rather no)/3 (not sure)/4 (rather yes)/ 5 (definitively yes) |
5 | What was the difficulty of math puzzles in escape rooms? | 1 (too easy)/2 (just right)/3 (too difficult) |
6 | Would you like to have more such escape room based games in your studies? | 1 (definitively no)/2 (rather no)/3 (not sure)/4 (rather yes)/ 5 (definitively yes) |
7 | Did you like the teamwork experience? | 1 (definitively no)/2 (rather no)/3 (not sure)/4 (rather yes)/ 5 (definitively yes) |
8 | What did you like most about the digital escape room experience? | [Open ended question] |
9 | What did you like least about the digital escape room experience? | [Open ended question] |
10 | Do you have any suggestions for improving the digital escape room experience? | [Open ended question] |
Question | Results | Statistics |
---|---|---|
Have you participated in a digital escape room before? | 97.1%—yes 2.9%—no | |
How engaging was the digital escape room experience? | 1—0 2—2.6% 3—23.4% 4—24.7% 5—49.4% | avg. 4.20; stdev 0.89 |
Did you find an escape room an appropriate form of teaching in this course? | 1—0 2—0% 3—11.8% 4—14.7% 5—73.5% | avg. 4.61; stdev 0.69 |
Did the digital escape room experience improve your understanding of the subject matter? | 1—0 2—0% 3—8.8% 4—29.4% 5—61.8% | avg. 4.52; stdev 0.66 |
What was the difficulty of math puzzles in escape rooms? | 1—1.3%/2—92.2%/3—6.5 % | avg. 2.05; stdev 0.27 |
Would you like to have more such escape room-based games in your studies? | 1—0 2—0% 3—7.8% 4—18.2% 5—74% | avg. 4.66; stdev 0.62 |
Did you like the teamwork experience? | 1—0 2—0% 3—6.5% 4—14.3% 5—79.2% | avg. 4.72; stdev 0.57 |
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Sidekerskienė, T.; Damaševičius, R. Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education. Sustainability 2023, 15, 7393. https://doi.org/10.3390/su15097393
Sidekerskienė T, Damaševičius R. Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education. Sustainability. 2023; 15(9):7393. https://doi.org/10.3390/su15097393
Chicago/Turabian StyleSidekerskienė, Tatjana, and Robertas Damaševičius. 2023. "Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education" Sustainability 15, no. 9: 7393. https://doi.org/10.3390/su15097393
APA StyleSidekerskienė, T., & Damaševičius, R. (2023). Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education. Sustainability, 15(9), 7393. https://doi.org/10.3390/su15097393