Academic literature on the topic 'Escape room games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Escape room games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Escape room games"
Jeon, Min-seok, Young-mi Hong, and Jae-young Yun. "Flow Measurement and Analysis of VR Room-escape Games - Comparative Analysis with Offline Room-escape Games -." Journal of Communication Design 72 (July 31, 2020): 61–76. http://dx.doi.org/10.25111/jcd.2020.72.05.
Full textGrande-de-Prado, Mario, Sheila García-Martín, Roberto Baelo, and Víctor Abella-García. "Edu-Escape Rooms." Encyclopedia 1, no. 1 (2020): 12–19. http://dx.doi.org/10.3390/encyclopedia1010004.
Full textZhang, Xiyuan, Jing-Qi Lu, and Kyoungju Park. "Interaction Design for Room Escape Virtual Reality Games." TECHART: Journal of Arts and Imaging Science 5, no. 4 (2018): 24–29. http://dx.doi.org/10.15323/techart.2018.11.5.4.24.
Full textMoore, Leigh, and Narelle Campbell. "Escaping the Norm: Games for Wider Participation with a Sense of Success." Student Success 11, no. 2 (2020): 127–33. http://dx.doi.org/10.5204/ssj.1609.
Full textBorrego, Carlos, Cristina Fernández, Ian Blanes, and Sergi Robles. "Room escape at class: Escape games activities to facilitate the motivation and learning in computer science." Journal of Technology and Science Education 7, no. 2 (2017): 162. http://dx.doi.org/10.3926/jotse.247.
Full textHermanns, Melinda, Belinda Deal, Ann M. Campbell, et al. "Using an “Escape Room” toolbox approach to enhance pharmacology education." Journal of Nursing Education and Practice 8, no. 4 (2017): 89. http://dx.doi.org/10.5430/jnep.v8n4p89.
Full textMijal, Michał, Martyna Cieśla, and Monika Gromadzka. "Escape room as an adult education tool." Homo Ludens, no. 1 (13) (December 15, 2020): 163–78. http://dx.doi.org/10.14746/hl.2020.13.10.
Full textCotner, Sarah, Kelly M. Smith, Leah Simpson, David S. Burgess, and Jeffrey Cain. "1311. Incorporating an “Escape Room” Game Design in Infectious Diseases Instruction." Open Forum Infectious Diseases 5, suppl_1 (2018): S401. http://dx.doi.org/10.1093/ofid/ofy210.1144.
Full textLama, Arsenio Villar, and Miguel García Martín. "Decoding escape rooms from a tourism perspective: A global scale analysis." Moravian Geographical Reports 29, no. 1 (2021): 2–14. http://dx.doi.org/10.2478/mgr-2021-0001.
Full textPapadopoulos, Ioannis, and Eirini Tenta. "Escape Rooms as a Collaborative Problem-Solving Environment." International Journal of Game-Based Learning 11, no. 4 (2021): 57–71. http://dx.doi.org/10.4018/ijgbl.2021100103.
Full textDissertations / Theses on the topic "Escape room games"
Vaske, Kristofer. "Megalith Grave Escape : Using escape room game mechanics for cultural heritage sites." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17025.
Full textHansson, Josefine. "What escape rooms can teach interaction designers about design constraints." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21684.
Full textPater, Emmy. ""Unlock the Future": An Environmental Escape Game and its Development, Evaluation and Impact." Thesis, Uppsala universitet, Institutionen för geovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-428716.
Full textRoncalli, Elena. "La localizzazione di un gioco da tavolo in stile escape room: Hack Forward." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22801/.
Full textArpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.
Full textBelich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.
Full textHsiao, Cheng-Tsu, and 蕭丞祖. "The Correlation among Customer Satisfaction, Leisure Benefits and Re-Participation Intention in the Room Escape Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/77122534543744376457.
Full textCHIN, HSIAO-NING, and 金筱凝. "The Impact of Experiential Marketing and Service Quality on Experiential Value and Behavioral Intention: A Case Study of Reality Room Escape Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/5mm5a6.
Full textCheng, Yi-Dong, and 鄭宜東. "To Explore the Key Success Factors of the Escape-room Game Studio." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/bmx543.
Full textHsieh, Shih-Wan, and 謝詩婉. "The Case Study of Room Escape Game Intergrated into Elementary School Curriculum." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/48576503979892778883.
Full textBooks on the topic "Escape room games"
Nicholson, Scott, and Liz Cable. Unlocking the Potential of Puzzle-Based Learning: Designing Escape Rooms and Games for the Classroom. SAGE Publications, Limited, 2021.
Find full textNicholson, Scott, and Liz Cable. Unlocking the Potential of Puzzle-Based Learning: Designing Escape Rooms and Games for the Classroom. SAGE Publications, Limited, 2021.
Find full textMeehan, John. EDrenaline Rush: Game-changing Student Engagement Inspired by Theme Parks, Mud Runs, and Escape Rooms. Dave Burgess Consulting, Incorporated, 2019.
Find full textBook chapters on the topic "Escape room games"
Thurner-Irmler, Julia, and Marietta Menner. "The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society." In Serious Games. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-61814-8_9.
Full textMello-Stark, Suzanne, Mary Ann VanValkenburg, and Emily Hao. "Thinking Outside the Box: Using Escape Room Games to Increase Interest in Cyber Security." In Innovations in Cybersecurity Education. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50244-7_3.
Full textGrāvelsiņa, Elīna, and Linda Daniela. "Designing an Online Escape Room as an Educational Tool." In Smart Pedagogy of Game-based Learning. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76986-4_8.
Full textHacke, Alexander. "Computer Science Problem Solving in the Escape Game “Room-X”." In Informatics in Schools. New Ideas in School Informatics. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33759-9_22.
Full textDochtsis, Romanos, Dimitrios Kotsifakos, and Christos Douligeris. "An Escape Room Game for Learning Digital Electronics in Vocational Education and Training (VET)." In Internet of Things, Infrastructures and Mobile Applications. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49932-7_62.
Full textMa, Jui-Ping, Miao-Hsien Chuang, and Rungtai Lin. "An Innovated Design of Escape Room Game Box Through Integrating STEAM Education and PBL Principle." In Lecture Notes in Computer Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92252-2_6.
Full textDoroudian, Amir, Simone Hausknecht, and David Kaufman. "Creating an Online Escape Room Game for Older Adults: Needs Assessment, Design Process, and Usability Testing." In Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92037-5_36.
Full textBartlett, Kerry A., and Janice L. Anderson. "Gaming to Learn." In Handbook of Research on Innovative Digital Practices to Engage Learners. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-9438-3.ch001.
Full textWang, Cynthia. "The Making of Escape Room in a Box." In Indie Games in the Digital Age. Bloomsbury Academic, 2020. http://dx.doi.org/10.5040/9781501356421.0012.
Full textStollhans, Sascha. "Designing escape game activities for language classes." In Innovative language teaching and learning at university: treasuring languages. Research-publishing.net, 2020. http://dx.doi.org/10.14705/rpnet.2020.40.1062.
Full textConference papers on the topic "Escape room games"
Marin Suelves, Diana, Isabel Vidal Esteve, and M. Isabel Pardo Baldoví. "Escape room in education: a bibliometric study." In Sixth International Conference on Higher Education Advances. Universitat Politècnica de València, 2020. http://dx.doi.org/10.4995/head20.2020.10960.
Full textRoss, Robert, and Carolyn Bell. "Turning the classroom into an escape room with decoder hardware to increase student engagement." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848020.
Full textMelo, Lafayette Batista. "Playing with Escape Room Games for Children : An online experience at home in times of pandemic." In 2021 16th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2021. http://dx.doi.org/10.23919/cisti52073.2021.9476343.
Full textYeasmin, Samira, and Layla Abdulrahman Albabtain. "Escape The Countries: A VR Escape Room Game." In 2020 3rd International Conference on Computer Applications & Information Security (ICCAIS). IEEE, 2020. http://dx.doi.org/10.1109/iccais48893.2020.9096727.
Full textArmie, Madalina, José Francisco Fernández Sánchez, and Verónica Membrive Pérez. "ESCAPE ROOM AS A MOTIVATING TOOL IN THE ENGLISH LITERATURE CLASSROOM AT TERTIARY EDUCATION." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end058.
Full textBakhsheshi, Farkhondeh Fazel. "Escape Rooms: A New phenomenon in Tourism." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047040.
Full textBakhsheshi, Farkhondeh Fazel. "Serious Games and Serious Gaming in Escape Rooms." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047019.
Full textYeasmin, Samira, and Layla Abdulrahman Albabtain. "Implementation of a Virtual Reality Escape Room Game." In 2020 IEEE Graphics and Multimedia (GAME). IEEE, 2020. http://dx.doi.org/10.1109/game50158.2020.9315039.
Full textPappas, Georgios, Adamantini Peratikou, Joshua Siegel, Konstantinos Politopoulos, Christopher Christodoulides, and Stavros Stavrou. "CYBER ESCAPE ROOM: AN EDUCATIONAL 3D ESCAPE ROOM GAME WITHIN A CYBER RANGE TRAINING REALM." In 14th International Technology, Education and Development Conference. IATED, 2020. http://dx.doi.org/10.21125/inted.2020.0788.
Full text"Escape Rooms for Learning: A Systematic Review." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.179.
Full textReports on the topic "Escape room games"
Designing an Escape Room Game to Develop Problem Solving and Spatial Reasoning Skills. Purdue University, 2018. http://dx.doi.org/10.5703/1288284316855.
Full text