Escape rooms for STEAM education: Comparing design phases

Zoi Karageorgiou, Panagiotis Fotaris, Irene Mavrommati

    Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBNpeer-review

    Abstract

    The use of Escape rooms in education shows a constantly increasing rate, since schools need to operate with different paradigms of learning. Teachers often incorporate such live action games in their practice either as formative assessment tool or as a method for experiential, peer-group, game-based learning. In vocational schools it’s important to encourage and motivate students in order to help them find their professional rehabilitation. This paper addresses the design phases that took place at a vocational school in Greece during the development of two different escape rooms. As part of their Creative Activities Zone (CAZ) classes, 12 STEAM students created a Christmas-themed Escape room for a local council. This project was built upon another escape room developed at the same school the previous year by 39 multidisciplinary students. In both games, one student took the role of a non-player character (NPC) and interacted with the players throughout the game. This article presents and compares the design stages for the aforementioned action plans in order to assist educators and other stakeholders with incorporating escape rooms into their teaching practice. Designing escape rooms that combine technology, creative writing and drama games, can offer students opportunities to think outside the box, develop problem-solving, decision making, and strategic planning skills, as well as become useful citizens to their local community.
    Original languageEnglish
    Title of host publicationProceedings of the 14th European Conference on Game Based Learning, ECGBL 2020
    EditorsPanagiotis Fotaris
    PublisherDechema e.V.
    Pages287-294
    Number of pages8
    ISBN (Electronic)9781912764709
    ISBN (Print)9781912764716
    DOIs
    Publication statusPublished - 24 Sept 2020
    Event14th European Conference on Games Based Learning - University of Brighton, Brighton, United Kingdom
    Duration: 24 Sept 202025 Sept 2020
    https://www.academic-conferences.org/conferences/ecgbl/

    Publication series

    NameProceedings of the European Conference on Games-based Learning
    Volume2020September
    ISSN (Print)2049-0992

    Conference

    Conference14th European Conference on Games Based Learning
    Abbreviated titleECGBL 2020
    Country/TerritoryUnited Kingdom
    CityBrighton
    Period24/09/2025/09/20
    Internet address

    Keywords

    • escape room
    • design
    • education
    • creative writing
    • theater
    • Design
    • Theater
    • Education
    • Technology
    • Creative writing
    • Escape room

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