Literaturnachweis - Detailanzeige
Autor/in | Nicholson, Scott |
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Titel | Creating Engaging Escape Rooms for the Classroom |
Quelle | In: Childhood Education, 94 (2018) 1, S.44-49 (6 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0009-4056 |
DOI | 10.1080/00094056.2018.1420363 |
Schlagwörter | Class Activities; Educational Games; Learner Engagement; Puzzles; Group Activities; Game Theory; Problem Solving; Simulation; Teamwork; Recreational Activities; Teaching Methods |
Abstract | 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. (ERIC). |
Anmerkungen | 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 |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |