Abstract
Escape Rooms in the school environment are excellent educational tools that promote communication, teamwork and peer learning. It is important, though to highlight their contribution in opening up schools to broader community. “La Casa de Papel” Escape room is a STEAM- focused live-action game that was implemented in a Vocational School of Greece. The present paper presents all the questions/statements from an online questionnaire, that was created based on the Experience Pyramid Model, and from an interview of a student who participated in every phase of the project. In advance it offers a quick view of the results that came out and helped the evaluation. It aims to provide educators and researchers with an example of how they might develop and support such evaluation methods when they develop escape room projects, and a database with statements and questions to employ.
Original language | English |
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Title of host publication | SEEDA-CECNSM 2020 - 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference |
Place of Publication | Corfu, Greece |
Publisher | IEEE |
Pages | 1-8 |
Number of pages | 8 |
ISBN (Electronic) | 9781728164458 |
ISBN (Print) | 9781728164465 |
DOIs | |
Publication status | Published - 13 Oct 2020 |
Event | 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference - Corfu, Greece Duration: 25 Sept 2020 → 27 Sept 2020 https://hilab.di.ionio.gr/seeda2020/ |
Publication series
Name | SEEDA-CECNSM 2020 - 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference |
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Conference
Conference | 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference |
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Abbreviated title | SEEDA-CECNSM |
Country/Territory | Greece |
City | Corfu |
Period | 25/09/20 → 27/09/20 |
Internet address |
Keywords
- Escape room
- Evaluation
- education
- Experience Pyramid Model
- STEAM
- evaluation
- escape room