Escape room in education: Evaluating using Experience Pyramid Model

Zoi Karageorgiou, Irene Mavrommati, Panagiotis Fotaris, Eleni Christopoulou

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBN

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 languageEnglish
Title of host publicationSEEDA-CECNSM 2020 - 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference
Place of PublicationCorfu, Greece
PublisherIEEE
Pages1-8
Number of pages8
ISBN (Electronic)9781728164458
ISBN (Print)9781728164465
DOIs
Publication statusPublished - 13 Oct 2020
Event5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference - Corfu, Greece
Duration: 25 Sep 202027 Sep 2020
https://hilab.di.ionio.gr/seeda2020/

Publication series

NameSEEDA-CECNSM 2020 - 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference

Conference

Conference5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference
Abbreviated titleSEEDA-CECNSM
CountryGreece
CityCorfu
Period25/09/2027/09/20
Internet address

Keywords

  • Escape room
  • Evaluation
  • education
  • Experience Pyramid Model
  • STEAM
  • evaluation
  • escape room

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