Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence
Abstract
:1. Introduction
2. Literature Review
2.1. Learning Through Gaming
2.2. Cooperative Learning in a Educational Escape Room
2.3. Mathematization in EER
- Linear escape rooms, whose problems are following a linear sequence and have to be resolved following a strict order.
- Non-linear escape rooms, offering a higher number of clues and puzzles that can be resolved in any sequence (so players can decide how, when and who is going to solve each problem).
- Distributed escape rooms, where players are “isolated” among them (each player is in a different room). Distributed escape rooms can also be linear or non-linear, but the fact of isolating each player makes them different enough to have their own category.
3. Experimental Methodology
3.1. Design Criteria
- Dynamism: Linked problems and enigmas should be designed to be solved in a brief time. A good EER should be composed by many “little problems” rather than a single big problem.
- Performance: To achieve the previously described “flow state”, the EER has to be fitted to the knowledge level of the student/players. Specific difficulties, detected during the conventional course, should be addressed during the game; creating a framework where peer-to-peer discussions help to overcome such difficulties. So, students should be grouped in a specific manner. This was discussed in Section 2.2.
- Communication: In the case of an educational escape room, obtaining the final code should not be the end of the activity; once finished with the escape experience, students/players have to be interviewed in order to discuss and to think about the problems solved (which should be connected to the story). This is due to the excitation of the players: the emotional dimension has to be reduced in order to avoid diluting the formative scope.
- Isolation: Isolation of the players is fundamental not only to promote autonomous work, but also to promote cooperative work. In the context of education, the game master becomes a “game teacher”; which may provide orientation, reformulate sentences, highlight clues, or even remind the players the position of a forgiven object. His role is to grant an optimum experience, both emotionally and formatively. Moreover, communication among players and the “game teacher” in real educational escape rooms is quite limited (normally, to audio–radio communication). In this regard, difficulty of the challenges and resources provided to the players plays a key role to deal with this limitation.
- Continuity: Educational escape rooms should be meaningfully connected to the concepts and knowledges that are being worked on the conventional course at the moment of the implementation. Furthermore, an EER might be useful to introduce new concepts, being later discussed in the conventional course. Finally, narrative, scenery, and storytelling are useful not only to create an immersive experience [40] but to fit to an integrated curriculum approach.
- Curriculum: Enigmas and problems of an EER should mobilize curricular concepts and, in the particular case of mathematics, they should fit to the standards and principles described by the NTCM (National Council of Teachers of Mathematics) [41] for each educational stage.
- Assessment: Finally, as in any educational experience, an EER constitutes an activity where the development of certain competences should be assessed.
3.2. Participants and Sampling
3.3. Setting of the Implemented Experience
- (A) Measurement—lengths: Entering the room and looking around, students should find the “diary” of the kidnaper. There, they will find many hippodrome bills. Reading the diary, they should note that the kidnaper is ruined because of addiction and bad prediction in betting games, they should also read a clue indicating some key objects on the room which have to be measured. The first problem involves length measurements over “on the room” objects which codes a locked box where the personal objects of the kidnapper are stored.
- (B) Measurement—weight: The second problem (transcribed below) involves the personal objects of the kidnapper, which have to be weighted in order to open the third activity.
- (C) Statistics—measurement of a probability: The next activity involves four horses over a marked track. There are also two DICES. The clue states that each horse will make a step on the track each time the sum of both DICES matches with the number written on the back of the horse. This is the problem that ruined the kidnaper, so the right bet is a key piece of the argument.
- (D) Magnitude—time: Once the activity is solved, players gain a code which grants access to the second room (gate (ii) on Figure 1). There, they can rescue the kidnapped teacher who will provide them with the last clue. Players will have to use superimposed transparent sheets to build a clock which will provide a code to escape the room (gate (i) on Figure 1).
4. Results: Transcription of the Experience
- Game Master: (student teacher, by using the speaker system) You’ve almost solved the whole room, you’re closer to the end! What did you find in the new chest?
- Student 1: A set of markers, a calculator, a set of chalks and many marbles
- Student 2: (opening the clue book) Look, there is a draw!
- GM: Really? What is drawn?
- S2: That (signaling the balance)
- GM: All right! What can you do with all this?
- The group of students moves to the table with the balance, carrying all the objects of the chest and placing them in the balance using different configurations. The first configuration attempted was placing the clue book in a plate and the set of chalks in the other.
- Student 3: No, no… is not like that
- Student 3 redistributes all the objects, looking for equilibrium in the balance: the set of chalks and the calculator in a plate, markers and marbles in the other plate.
- S3: Now?
- GM: Hello! What are you trying to do?
- S3: This is not working!
- GM: Why not?
- S3: Because we don’t know the number (referring to the code number they need to get access to the next problem).
- GM: Try to check the clue book again; you are probably not distributing the objects properly.
- Students check again the draws (Figure 2). After a brief discussion, they place all the objects (except the clue book) in one plate, and the marbles in the other plate.
- S3: Still moved (referring to the non-equilibrium even using all the objects and marbles)
- S1: We shall only use markers and marbles.
- They place the markers in one plate and marbles in the other plate. They make various mistakes, trying with different amounts of marbles, showing impatience and discussing about the right position for equilibrium.
- S3: No, is not like that
- S1: Yes, is like that; but is not good if is still moving
- After some minutes discussing and some fails (most connected over excitation and a lack of patience, waiting for the equilibrium of the scale), they manage to weigh the markers
- S1: It is a set of markers and 5 marbles
- S3: And now?
- S2: (Consulting the clue book). Here we have three; we have to get three numbers (referring to Figure 2b).
- Student 2 refers to the number of slots that are presented in the clue book. The weight (in quantity of marbles) will provide a number and the correct order will open the next chest.
- GM: Nice! So you already have one of the three numbers!
- S2: (Talking to the group) we still need two more numbers.
- S3: Let’s do the same with the calculator
- Now the students weigh, one by one, the rest of objects, getting the equivalent number of marbles. They get the code by ordering the numbers, checking the clue book.
- The group moves to the next chest-problem while S3 remains playing with the scale and trying different configurations (see Figure 3).
- Student 3 remains playing and weighting different objects, including objects of other problems. Once different configurations and objects have been tested, he removes all the objects from both plates of the scale.
- S4: Ey! look, look!
- The whole group gets closer and asks “what happens?”
- S3: (Talking to the whole group) Nothing and nothingness have the same weight!
5. Discussion: Analysis of the Transcribed Experience
5.1. Didactic Suitability of the EER
- Epistemic suitability: it is the implementation of the institutional knowledge. To fulfil this requirement, knowledge and mathematical procedures mobilized on the EER shall be considered “good mathematics” (it is, useful in daily live). We consider that this item is fulfilled because of the agreement with the on-service teachers at the school. Indeed, the curricular topic (magnitudes and measurements) was specifically chosen for its direct application.
- Cognitive suitability: it is how the activities are distributed throughout the formative process. The transcribed experience is developed in the frame of a conventional course. The implementation of the EER was scheduled in agreement with the CEIP, so that the knowledge to be used in the room should be at a reasonable distance to what students already knew. That is why cognitive conflicts—induced by cognitive limitations right in the moment of the experience—were overcome through discussion and experimentation. On the other hand, EER was an opportunity to cover new questions; in this regard, problem C was proposed as a way to discuss the relationship of the statistics with the magnitudinal knowledge. Students were asked about “can you measure a probability?” or “is the probability a magnitude?”
- Interactional suitability: it is the grade in which the activity allows identifying and solving semiotic conflicts by negotiating meanings. In the transcribed experience, peer to peer discussion is evidenced to be useful to provide answers by negotiating mathematical terms like “equilibrium”—this word is not exactly used, but the players use other words to describe this concept, like “is still moved” (17).
- Media suitability: it is the grade of adequacy of the materials and tools provided. In the transcribed experience, the provided tools are shown to be enough for an appropriate development of the experience. However, weights of the measured objects may induce mistakes. For example, chalks might be broken, and, in that case, the equilibrium of the balance will not be perfect. Moreover, waiting for equilibrium slows down the game dynamic. We consider that the provided tools provide more advantages than disadvantages at this point.
- Emotional suitability: it is the grade of motivation and interest of the students during the formative process. We consider that the mentioned experience has a high degree of emotional suitability. Indeed, motivation arises during the process of solving the problem. On the other hand, students help each other, this is positive not only because of the common implication in a learning process, but also because of the moral values evidenced.
- Ecologic suitability: it is the grade of fitting of the experience to the educational project of the school. In this regard, we consider that ecologic suitability is quite appropriate because the topic, concepts, tools, and moment of the implementation were negotiated with the on-service teacher.
5.2. Didactic Analysis of the Transcribed Experience
5.2.1. Mathematical Practice
- Student 1: successfully reads and understands the statement of the problem, he solves the first section of the problem and proposes some ways to solve the conflicts.
- Student 2: looks like he is reading and understanding the problem, active participation in problem solving.
- Student 3: looks like he does not understand the statement of the problem until it is explained by his peers. He also realizes on contradictions among his expected result and the experimental results.
- Game Master/Student Teacher: collaborate to organize group’s ideas, intervene to complete explanations and redirects the situation. However, it fails to clearly structure the objectives of the problem at first (11).
5.2.2. Mathematical Objects and Processes
- Student 1: deals with the initial error, participates in the analysis of the process (16), and correctly interprets the coding of the problem (18) represented in Figure 2. During the measurement process (18), he builds an argument and indicates the correct procedure to carry out the measurement (21).
- Student 2: once observed the resolution of the first problem, and he identifies a common strategy to solve the next problems. He relates the remaining digits of the code (25) with the quantification (28) of the rest of the elements of the problem, stating the problem to be solved.
- Student 3: after the initial error, he participates in the analysis of the process (16) and draws conclusions (17). During the measurement process (19), he questions the validity of the resolution (20). Subsequently, he proposes a resolution strategy following a procedure similar to that followed to obtain the first digit (29), thus, identifying a pattern for solving the problem. Once the problem is over, he continues working on it, showing productive disposition (31) and exploring new possibilities by modifying the problem (32). Exploration with different objects allows him to conclude that “objects are heavy”—even “nothing” is heavy—showing a process of generalization (35), which is communicated (33) to his peers. This process of generalization and idealization is hampered by the cognitive limitations of the student at the time of learning (see interview after transcription). However, an approach to the idealization of the measurement process is evidenced.
5.2.3. Interactions and Conflicts
5.2.4. Mathematical Norms
5.3. Fitting to the Design Criteria
6. Conclusions
Funding
Acknowledgments
Conflicts of Interest
References
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Polya Phase | Comprehension of the Problem | Comprehension of the Game |
---|---|---|
Understanding the problem | What is the problem asking for? | Which requirements do we have to fit? |
Identifying problem data | Identifying possible actions | |
Devising a plan | Comparing to similar problems | Comparing to similar games |
Making guesswork | Making strategies | |
Carrying out the plan | Guesswork assessment | Strategy assessment |
Execution of the plan | Gaming | |
Looking back | Strategy generalization: is it worth in any problem? | Strategy generalization: is it worth it in any condition? |
Modeling the strategy for “certain types of problems” | Modeling the strategy for “certain types of games” |
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Piñero Charlo, J.C. Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence. Educ. Sci. 2020, 10, 213. https://doi.org/10.3390/educsci10090213
Piñero Charlo JC. Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence. Education Sciences. 2020; 10(9):213. https://doi.org/10.3390/educsci10090213
Chicago/Turabian StylePiñero Charlo, José Carlos. 2020. "Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence" Education Sciences 10, no. 9: 213. https://doi.org/10.3390/educsci10090213
APA StylePiñero Charlo, J. C. (2020). Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence. Education Sciences, 10(9), 213. https://doi.org/10.3390/educsci10090213