English language revision through the application of learning stations and educational escape rooms: The impact on 8th graders’ motivation and engagement

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Activating teaching techniques have been increasingly applied in the EFL classroom since they foster motivation, promote independent learning, and add variety to a standard English class. Undoubtedly, learning stations and education escape rooms are representative examples of such techniques. Regarding their beneficial influence on the learning process, their application is an effective way to prepare students for tests and exams. This study attempts to evaluate how English language revision through the application of learning stations constituting one educational escape room influences students’ motivation and engagement. Therefore, to gain insight into the students’ outlook on the motivational impact of this revision, a class was held for 8th grade students that implemented such techniques. The students were carefully observed during the experiment. Subsequently, a questionnaire consisting of 22 questions was carried out among them. The results of the study are overwhelmingly positive in the sense of achieving a great number of positive answers concerning the motivational impact of the class conducted.

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Educational escape rooms (EERs) are gamified teaching and learning tools increasingly used in nursing education. This study aims to compare undergraduate nursing students’ gameful experiences (GEs) across three EER models: face-to-face, hybrid, and online. A cross-sectional study was conducted with 136 first-year students in a Serbian undergraduate nursing programme. All models EERs had the same narrative, which included several topics from the Fundamentals of Nursing course. Face-to-face and hybrid EERs were implemented in faculty skills laboratories, while the online model used the Zoom® platform. Face-to-face EERs were conducted in 2021/2022. and hybrid and online in the 2022/2023 school year. Immediately after the EER activity, the Gameful Experience Scale (GAMEX) assessed students’ GE across six dimensions (Enjoyment, Absorption, Creative Thinking, Activation, Absence of Negative Effects and Dominance). All students solved the puzzles in the allotted time and ‘escaped from the room.’ Median escape time from face-to-face EER was 39.2 (IQR = 2.1), from online 37.4 (IQR = 4.1), and hybrid 37.2 (IQR = 3.5) minutes. By comparing GE students in three EER models, significant differences were found in five dimensions of the GAMEX scale. Students in face-to-face EER enjoyed significantly more (p < 0.001) and thought more creatively (p < 0.001), while the GE of online model students indicated significantly higher levels of activation (p < 0.001), dominance (p < 0.001), and negative effect (p < 0.001). In the face-to-face and hybrid models, students’ GE were more moderate in these dimensions. All EER models can generate positive emotions with moderate negative effects, aligning with the goals of EERs as educational games. Further research is needed to identify the most effective EER model for different areas of nursing education.

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  • 10.1007/s10459-024-10373-9
Unlocking knowledge: a meta-analysis assessing the efficacy of educational escape rooms in health sciences education.
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  • Advances in health sciences education : theory and practice
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Educational escape rooms within health sciences education are gaining traction as a unique and engaging game-based strategy for reviewing instructional content. Educational escape rooms cultivate valuable skills such as teamwork, communication, creativity, attention to detail, and the ability to apply knowledge under time pressures. While several studies have independently assessed learners' knowledge gains after educational escape room interventions, the present work meta-analyzes the efficacy of educational escape rooms across studies and student learners within health sciences education. A systematic search across seven databases was performed by a health sciences librarian from inception to March 24, 2023. Record screenings, full-text reviews, and data extractions were managed within Covidence. MERSQI criteria were used to assess study quality. Pooled effect sizes (Standardized Mean Differences = SMD) were estimated through meta-analysis to summarize learner performance outcomes after educational escape room interventions. Eleven studies followed a longitudinal pretest-posttest design, and five studies followed a control-treatment group design. Learners' posttest scores after participating in an educational escape room were statistically higher than their pretest scores as indicated by a large positive summary effect size (SMD ≥ 0.893; p <0.001). Educational escape rooms were also effective for treatment group participants (n = 508), who significantly outperformed (SMD = 0.616; p <0.001) control group participants (n = 555). Most escape rooms were employed as a mechanism for reviewing educational content. This meta-analytic review suggests escape rooms are effective educational interventions for increasing knowledge gains among health sciences learners and highlights common implementation practices to help guide educators interested in this game-based learning approach.

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  • European Conference on Games Based Learning
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Since the first escape room opened in 2007, the industry has grown to attract people from all over the world and is expected to continue to grow. This trend of rising social and recreational interest has, in turn, being introduced in the education sector in many countries. The use of escape rooms for educational purposes has become increasingly popular across different levels of education, including higher education institutions. This innovative and ludic approach involves students in their learning environment, encourages the use of numerous soft skills (creativity, problem solving, teamwork, etc.), and provides opportunity to escape the ‘routine’ of traditional and less student-centered learning methods. Although Educational Escape Rooms (EER) are becoming more prevalent in formal education, initiatives related to the topic of energy transition are scarce. As a result, there is limited information on the impact of these strategies to promote youth motivation and learning towards the energy transition. Exploring this issue is particularly relevant as young people have the potential to play an active and important role in achieving a sustainable future. This case study employs a quasi-experimental pretest-posttest design with mixed data. The sample consist of 32 students playing an EER, designed by higher education students, on energy transition. The study aims to assess the quality of the resource design and its impact on students’ knowledge, motivation to learn, soft skills utilization, and engagement. The study results show a noteworthy improvement in self-perceived knowledge regarding the energy transition after playing the EER. This increase is associated with new knowledge gained by the players about energy consumption, production and transformation. The results indicate that the EER is ineffective in increasing or decreasing motivation to learn among players. Engagement is perceived as positive with respect to the experience of playing the EER. However, there is no correlation between motivation to learn and engagement. The study also suggests that the EER has the potential to improve various soft skills, especially teamwork, communication, and problem-solving. Finally, the EER was generally praised by the players for its engagement, on both quantitative and qualitative data in the study. On the other hand, the thematic analysis revealed some design issues that may have affected the players' experience and learning outcomes. These included excessive difficulty in some puzzles, lack of guidance, and insufficient time to complete. These issues need to be addressed in order to improve the overall impact of the EER, despite players' generally positive perceptions of it. In relation to the four puzzles that compose the EER (which relate to energy consumption, production, storage and transformation), they were generally positively rated by the participants, with the energy consumption puzzle being the highest rated for its practical application.

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  • European Conference on Games Based Learning
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  • European Conference on Games Based Learning
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  • Research Article
  • Cite Count Icon 32
  • 10.3390/educsci10090213
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The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism, curricular alternative proposals that have focused attention on the learning process (rather than in the teaching one) have been developed. Recently, game-based learning has been developed as a problem-based learning methodology, able to achieve a deeper implication of the students. In line with this approach, the main scope of this paper is to provide evidence of the learning process in game-based learning environments. To do this, student teachers have designed an educational escape room that fits curricular learning outcomes. This manuscript reports on an educational escape room experience that was implemented in three different Primary Education Schools (total student population of 117 students, while here we present a fragment of 5 participants). In order to evaluate the development of certain knowledge, a transcribed fragment is presented and analyzed. In the reported experience, evidence of learning processes and horizontal mathematization are reported in the frame of an educational escape room. This constitutes an evidence of learning processes in gamified environments.

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Theoretical foundations and approaches in research on educational escape rooms: A systematic review
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  • Educational Research Review
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  • 10.1080/02635143.2024.2431273
A design framework for educational escape rooms in STEM: CREATE
  • Nov 22, 2024
  • Research in Science & Technological Education
  • Iris Lim

Background: As STEM education evolves, there is an increasing demand for innovative pedagogical tools that not only engage students but also enhance their learning experiences. Educational escape rooms (EERs) have shown promise in meeting these demands by combining enjoyment with effective educational strategies. Purpose: This paper introduces the CREATE framework, a novel approach designed specifically for developing EERs in STEM education. The framework aims to integrate core pedagogical principles with the engaging mechanics of escape rooms to enrich learning outcomes. Sample: While this paper does not focus on a specific sample in empirical research, it addresses the broader academic community involved in STEM education, including educators, curriculum designers, and educational researchers. Design and Methods: The CREATE framework is described through its six key components: Content Integration, Real-world Engagement, Educational Alignment, Adaptability and Accessibility, Teamwork and Communication, and Evaluation and Feedback. Each component is supported by relevant educational theories which guide the design and implementation, ensuring the EERs align with educational standards and learning objectives in STEM. Results: The framework was conceptualised to facilitate the creation of EERs that are theoretically sound and pedagogically effective. The paper provides a theoretical basis and design methodology expected to enhance the educational impact of escape rooms. Conclusion: The CREATE framework offers a scalable and theory-based approach to enhance STEM education through EERs. It holds significant potential for educators seeking to innovate and improve student engagement and learning outcomes. Future research should focus on empirical validation of the framework across various educational settings to substantiate its effectiveness and adaptability.

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