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1

Alia, I. Pacasirang, M. Baraiman Amnah, D. Guro Norhanifah, et al. "Effectiveness of Puzzle Room Game in Enhancing Learners' Engagement in Mathematics Among Kindergarten." INTERNATIONAL JOURNAL OF INNOVATIVE RESEARCH IN MULTIDISCIPLINARY EDUCATION 04, no. 01 (2025): 67–77. https://doi.org/10.5281/zenodo.14737259.

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Traditional teaching methods often fail to capture the attention of young learners, leading to disengagement, lack of motivation, and disruptive behaviors. This study focuses on the use of game-based learning (GBL), specifically the Puzzle Room Game, as a strategy to enhance learners’ engagement and academic performance in mathematics among kindergarten learners. It explores how integrating puzzle games into mathematics lessons creates a more interactive, engaging, and collaborative environment, addressing challenges such as maintaining focus and encouraging active participation. A quasi
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Demir, Ceren. "Gamifying learning through escape room design: Educational potential, puzzle typologies, and technology integration." Research and Design 2, no. 1 (2025): 29–43. https://doi.org/10.17515/rede2025-006ga0523rs.

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This conceptual study explores the educational potential of escape room games through a typological analysis of puzzle design. By categorizing puzzles into mental, physical, and meta types, the research outlines how each modality supports distinct cognitive, social, and affective skills-ranging from logical reasoning and spatial manipulation to collaboration and metacognition. Drawing on gamification theory, constructivist learning principles, and cognitive development frameworks, the paper positions escape rooms as transdisciplinary tools with applications in classroom instruction, corporate
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Lee, G., G. Russell, H. Farhan, J. Lin, and L. Spring. "Enhancing Psychiatry Resident Bonding and Education using an Escape Room Challenge Activity." European Psychiatry 67, S1 (2024): S795—S796. http://dx.doi.org/10.1192/j.eurpsy.2024.1656.

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Introduction An “escape room” is a game requiring teamwork and problem-solving during which a series of puzzles are solved to escape a locked room. Various escape room activities have been designed for healthcare professionals, including internal medicine residents and nursing students (Anderson et al. Simulation & Gaming 2021; 52(1) 7-17; Rodríguez-Ferrer et al. BMC Med Educ 2022; 22:901; Khanna et al. Cureus 2021; 13 (9) e18314). Escape rooms provide an opportunity for social activity, an important component of resident wellness (Mari et al. BMC Med Educ 2019; 19(1):437). This abstract d
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Milutinović, Dragana, and Dragana Simin. "Digital education in nursing." Sestrinska rec 25, no. 85 (2022): 40–43. http://dx.doi.org/10.5937/sestrec2285040m.

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The coronavirus pandemic caused unprecedented changes in all spheres of life. Education has completely shifted from the dominantly traditional to the digital framework. With that, nurse educators in higher education also started applying different models of innovative digital technologies. For example, the recreational escape room (ER) game, which has gained global popularity in the last decade, has inspired nurse educators to apply it in an educational setting. According to the definition, ER is a game in which a team of players discovers clues solves puzzles and performs tasks in one or more
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Vincent, Vincent, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME 3D HORROR ESCAPE ROOM “THINK OR RUN ?” PADA PLATFORM ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 209. http://dx.doi.org/10.24912/jiksi.v9i1.11596.

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"Think or Run?" is a 3D game with the Horror genre on the Android platform. This game was designed by Unity as a game engine with the C# programming language. The game has 15 stages consisting of a word puzzle stage and a question and answer stage. The concept of this game is that players must complete each stage to continue to the next stage. The controls used in this game are gyroscope sensors. Testing was carried out by conducting the Blackbox, alpha, and beta testing through a questionnaire filled by 35 respondents. The results show that the game has high-difficulty and quite creepy with u
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Bazinin, Sagi, and Guy Shani. "Investigating Recommendation Algorithms for Escape Rooms." Vietnam Journal of Computer Science 06, no. 04 (2019): 377–88. http://dx.doi.org/10.1142/s2196888819500209.

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An escape room is a physical puzzle solving game, where participants solve a series of riddles within a limited time to exit a locked room. Escape rooms differ in their theme, environment, and difficulty, and people hence often differ on their preferences over escape rooms. As such, recommendation systems can help people in deciding which room to visit. In this paper, we describe the properties of the escape rooms recommendation problem, with respect to other popular recommendation problems. We describe a dataset of reviews collected within a current system. We provide an empirical comparison
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Mishkova-Yotova, Irina. "Escape Classroom or How to Transform the Foreign Language Classroom into a Mysterious Learning Space." Педагогически форум 10, no. 4 (2022): 13–21. http://dx.doi.org/10.15547/pf.2022.021.

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The methodology of educational puzzle rooms is used to increase competences by creating a motivating and engaging learning experience. The Educational Puzzle Room game is characterized by a specific focus on learning objectives that are woven into the overall design, concept, content and experience. The set goals can be both for building and also for demonstrating certain key competences and skills: creation and teamwork skills, communication skills, time management skills, critical and creative thinking skills. In foreign language education (FLET), educational riddle rooms are applied, mainly
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Neubig, Céline. "What Educational Escape Rooms can Learn from the World's Best Rooms." European Conference on Games Based Learning 18, no. 1 (2024): 648–57. http://dx.doi.org/10.34190/ecgbl.18.1.2839.

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In the context of playful learning, escape games have the potential to enrich learning experiences through interactive problem-solving and narrative engagement. However, educational escape games differ significantly from the commercial offerings they reference in name and game mechanics. They often draw on the concepts of escape rooms that were popular a decade ago, relying primarily on traditional puzzle types such as code deciphering and number locks. Meanwhile, commercial escape rooms have evolved significantly over the past ten years, now offering highly immersive experiences based on capt
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Josephs, Jenny. "Embedding Psychology Themes in University Induction Using a Digital Escape Game." European Conference on Games Based Learning 18, no. 1 (2024): 464–70. http://dx.doi.org/10.34190/ecgbl.18.1.2681.

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An “escape room” style game was developed as an induction activity for first year psychology students, encouraged by the need for icebreakers that meet specific, relevant and transparent learning outcomes. The game concept was designed using the escapeED framework for game-based-learning (Clarke et al., 2017), including consideration of narrative, participants, theme, objectives and evaluation. Groups of up to six students worked on an iPad “board” that had clickable objects on a representation of a lecturer’s desk. Students had 20 minutes to solve four puzzles that identified objects to click
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Adaming, Siti Fadhila Sepfiani. "The Application Of The Intervention "Puzzle Play Therapy" To Anxiety Levels In An. E Who Was Hospitalized At Bantul Hospital." Holistic Nursing Plus 1, no. 2 (2023): 67–76. http://dx.doi.org/10.58439/hnp.v1i2.119.

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Background: Hospitalization is a common event in children and can be a traumatic experience for children, which can cause tension and fear and can cause emotional or behavioral disturbances weeks or months after the child leaves the house. Playing in preschool-age children is an important activity and can make children free from the tension and stress experienced, one form of play that is appropriate for children Preschool is playing puzzles. Puzzle is a game that is useful to reduce anxiety levels in children. Objective: To determine the effect of puzzle play therapy on reducing anxiety in pr
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Koenig, Nikolaus, Natalie Denk, Simon Wimmer, and Hanna Prandstaetter. "Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream"." European Conference on Games Based Learning 16, no. 1 (2022): 297–306. http://dx.doi.org/10.34190/ecgbl.16.1.682.

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The Archivist’s Dream („Der Traum der Archivarin“) is a Live Escape Room Game that has been developed by the University of Krems’ Center for Applied Game Studies on behalf of the Archives of Contemporary Arts in Krems, Austria, which are dedicated to collecting pre-mortem bequests and post-mortem estates of outstanding artists. Located in the underground facilities of the archive, the Escape Room interweaves selected archival materials, historic media devices and archivist approaches to form an interactive puzzle experience. However, it is not an interactive exhibition showcasing the archives’
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Franco, Paul F., and Deborah A. DeLuca. "Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education." Simulation & Gaming 50, no. 1 (2019): 23–43. http://dx.doi.org/10.1177/1046878118820892.

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Background. Interactive hands-on learning is effective for learners of all ages and professional backgrounds. A shift from traditional didactic classroom models to the adoption of an active learning approach through constructivism in the classroom, specifically, in higher education, is shown to encourage critical thinking and problem solving in learners based on learned experiences. Aim. This article focuses on detailing a game used for healthcare leadership doctoral students that is adaptable and applicable for students in any program focused on teaching strategies in management and leadershi
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Lathwesen, Chantal, and Nadja Belova. "Acid Base Global - An Escape Room to Teach the Chemistry of Acids and Bases." Action Research and Innovation in Science Education 6, no. 1 (2024): 1–8. http://dx.doi.org/10.51724/arise.57.

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In recent years the popularity of educational escape rooms increased. To escape as fast as possible, learners must solve different puzzles in a collaborative manner. The puzzle structure is reminiscent of problem- or inquiry-based learning. Therefore, educational escape rooms are particularly suitable for science education. This paper describes the development and first evaluation of an educational escape room for the chemistry classroom called Acid Base Global. Acid Base Global deals with typical acid-bases reactions, neutralization, chemical formulas, the pH-value, identification of acids, b
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Dr Slyman, Souad. "Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods." European Conference on Games Based Learning 18, no. 1 (2024): 1116–21. http://dx.doi.org/10.34190/ecgbl.18.1.3066.

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Utilizing the potential in game mechanisms for learning purposes is not new. This version of gaming for learning is about developing a Digital Escape Room (DER) revolving around a specific subject: qualitative research methods. Qualitative research methods have proved to be a difficult topic for many UG and PG students. It is thus important to develop tasks that will enable these students to obtain a deep learning experience. The significance of this project lies in that both qualitative and quantitative research methods seem to be difficult to learn for students. It seems to be a curriculum t
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Wijnands, Clim. "Reflections of the Hidden Duchess and the Moon King: The Tabula Scalata and the Engaged Beholder in Sixteenth-Century Italy." Ikonotheka, no. 29 (September 16, 2020): 79–101. http://dx.doi.org/10.31338/10.31338/2657-6015ik.29.2.

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A tabula scalata consists of triangular slats painted on two sides and attached to a panel, creating a “double image”. Sometimes, a mirror was placed at straight angles of the upper frame, allowing the beholder to see both painted sides at the same time – but only when standing in the right position. This contribution analyses how these scarcely studied devices relied on the beholder’s active participation to convey intertwined layers of artistic, scientific, political, and poetic meanings. To do so, it discusses two sixteenth-century case studies. The first is a lost painting created in Frenc
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Чернавский, Александр, Aleksandr Chernavskiy, Ирина Русакова, et al. "SESSIONS FOR FIRST AND SECOND YEAR RESIDENTS OF THE DEPARTMENT OF THERAPEUTIC DENTISTRY AND PROPEDEUTICS OF DENTAL DISEASES." Actual problems in dentistry 15, no. 3 (2019): 169–76. http://dx.doi.org/10.18481/2077-7566-2019-15-3-169-176.

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Subject. The game teaching method has been used for a long time and has been known since ancient times as a means of socializing an individual in society. In the educational process and in the process of becoming a young specialist, he becomes very popular. A quest as a form of modern learning refers to active learning methods. The word quest is relatively new to our audience. Literally from English — this is a "search", which can be associated with an adventure or a game. The entire plot of the quest is replete with various clues that help you decide how to deal with this or that difficulty.
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Chin, Jessie, Shannon Mejía, Smit Desai, et al. "THE EFFECTS OF ENVIRONMENT-INDUCED RELAXATION ON COGNITIVE FORAGING UNDER STRESS IN MIDLIFE AND BEYOND." Innovation in Aging 6, Supplement_1 (2022): 819. http://dx.doi.org/10.1093/geroni/igac059.2947.

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Abstract We defined enrichment seeking as the capacity for adults to engage in the novel and intellectually challenging activities for exploring diverse experience. Although enrichment seeking is associated with cognitive resilience in older adulthood, the tendency for older adults to adopt explorative behavior decreases with age in concert with decline in executive control. The goal of our study was to examine to what extent older adults can adjust their cognitive foraging performance under stress by inducing relaxation through the task environment. We used cognitive foraging games (including
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Botturi, Luca. "Maestro Martino: designing a historic escape room with primary school children." European Conference on Games Based Learning 17, no. 1 (2023): 78–85. http://dx.doi.org/10.34190/ecgbl.17.1.1346.

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Educational escape rooms are being used in all school sectors and in many different subjects across the globe. In most documented cases, escape rooms are designed by teachers and played by students. This paper presents the case study of a primary school class that designed and developed an escape room for both adult and young players in connection with a regional event connected to a historical celebration. The project spanned over the whole school year and included a learning phase, the production of support materials (as comics) and eventually the design and development of the escape room, w
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Grande-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.

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Escape Rooms are cooperative games in which players must find clues, solve puzzles, and perform a variety of tasks within a limited time. The goal is usually to escape or leave a room, place, or environment. When the Escape Rooms have a pedagogical purpose, they are usually called Edu-Escape Rooms and can be related to gamification and Game-Based Learning. The potential for student engagement and motivation is one of the main advantages of Edu-Escape Rooms.
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Stojšić, Ivan. "POSSIBLE UTILIZATION OF GENERATIVE ARTIFICIAL INTELLIGENCE TOOLS FOR CREATING DIGITAL EDUCATIONAL ESCAPE ROOMS." SCIENCE International Journal 3, no. 1 (2024): 43–47. http://dx.doi.org/10.35120/sciencej0301043s.

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Escape rooms used for teaching purposes are usually called educational escape rooms. Educational escape rooms are cooperative games designed for teaching particular educational material based on a series of narrative-driven puzzles that group(s) of pupils/students must solve within a limited time to achieve the goal of the game and leave a room or environment (or alternatively break into the locked box or unravel a mystery). The shift to online teaching caused by the COVID-19 pandemic increased the use of educational escape rooms in a digital format. Digital educational escape rooms are escape
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Karvovskaya, Lena, Joanne Yeomans, and Elisa Rodenburg. "The Data Horror Escape Room game as a successful tool for RDM education and engagement." LIBER Quarterly: The Journal of the Association of European Research Libraries 35, no. 1 (2025): 1–29. https://doi.org/10.53377/lq.16089.

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This paper presents a case study of how researchers can be engaged with the topic of Research Data Management in a playful and interesting way. The case in point is the Data Horror Escape Room, developed in 2020, a successful tool for facilitating discussion about research data management during educational, social, and peer-to-peer events. Escape rooms are games that are completed by solving a collection of puzzles and have been shown to be useful tools for game-based learning. The paper reflects on the steps that led to creation of the game, including its technical implementation using Googl
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Đorđević, Ana. "Game "Escape Room" as innovative teaching material." Norma 30, no. 1 (2025): 85–94. https://doi.org/10.5937/norma30-56407.

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Modern teaching requires students to be active participants in their education. One of the challenges that teachers face is motivating students to learn. A game, as an activity that is close to children, can be an excellent didactic tool if it is adapted to the goals of teaching and learning. Escape room is a popular game based on teamwork, discovering clues and solving puzzles in order to escape from a locked room in a limited amount of time, with a certain dose of mystery and immersion into the story. It can be created in a room, but also in a digital form. Teachers around the world have rec
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Babazadeh, Masiar, Luca Botturi, and Giacomo Reggiani. "Let's Jazz: a Case Study on Teaching Music with Educational Escape Rooms." European Conference on Games Based Learning 16, no. 1 (2022): 656–65. http://dx.doi.org/10.34190/ecgbl.16.1.854.

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Escape rooms have been proven to be a functional game-based approach to teach a variety of subjects. Teachers as well as students are eager to play escape rooms in the classroom; field studies have demonstrated how escape games are a memorable activity with a high retention rate, especially if followed by a proper debriefing session, in which learnings emerged and are made consistent. In recent years literature on educational escape rooms has grown, yet there is little body of research on educational escape rooms on music education. In this paper we present an educational escape room about Afr
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Marín, Silvia, Pedro R. De Atauri, Estefania Moreno, et al. "An Escape-Room about Krebs cycle prepared for Chemical Students." International Journal on Engineering, Science and Technology 3, no. 2 (2022): 155–64. http://dx.doi.org/10.46328/ijonest.59.

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Games are excellent teaching tools for self-learning. Students playing a game enjoy themselves and at the same time learn basic and important concepts. Different games including crossword puzzles, word search puzzles, knight’s tour games, connecting dots, mazes, matching two sets, amidakuji, and logic games were used for continuous assessment during the confinement due to pandemic. These games were developed as part of the GINDO-UB180 teaching innovation group activities. Since these games were very successful, we decided to combine all of them and construct a new teaching activity, that would
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Clune, Megan Lea. "Digital Escape Game." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2019): 4. http://dx.doi.org/10.24135/pjtel.v2i1.19.

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The Escape Room phenomena began in Japan in 2007. The premise of an Escape Room is that ‘players’ are locked inside a room and, in order to escape, they must solve a range of puzzles, riddles, and open mechanisms and locks inside a given timeframe. While the educational affordances of an escape room have been and continue to be explored (see for example Brown, Darby & Coronel, 2019) the grandeur and physical complexities required to set up an escape room mean than it is not a sustainable option for the average classroom teacher or smaller tertiary courses.
 The Escape Game, however, i
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Stellmacher, Carolin, Jette Ternieten, Daria Soroko, and Johannes Schöning. "Escaping the Privacy Paradox: Evaluating the Learning Effects of Privacy Policies With Serious Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (2022): 1–20. http://dx.doi.org/10.1145/3549495.

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Privacy Policies inform users about how their personal data is managed while fulfilling the obligatory requirements. Past studies have shown that users often do not read privacy policies, cannot comprehend the long and complex policy documents, and resort to providing their consent without knowledge. To enable users to make an informed decision, we explored serious games as a new medium to improve their understanding of privacy policies. In a mobile escape room game, users engage with the data collection and processing by solving different puzzles. We validated the game concept in a user study
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LaPaglia, Jessica A. "Escape the Evil Professor! Escape Room Review Activity." Teaching of Psychology 47, no. 2 (2020): 141–46. http://dx.doi.org/10.1177/0098628320901383.

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In this article, the author describes an exam review activity in which students answered questions and solved puzzles in order to escape the review session. In a general psychology (100-level) course and research methods in psychology (300-level) course, students solved a series of puzzles and review questions. This format is similar to popular escape room attractions. Finally, the first group to sing a song that would appease the evil professor was allowed to leave the review session. Perceptions of the escape room were positive and concepts questioned in the review game were retained better
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Solano, Gina, and Wen Wen. "Integrating Digital Escape Room Design into Teacher Education: Cultivating Instructional Creativity in Preservice Teachers." Excelsior: Leadership in Teaching and Learning 17, no. 2 (2025): 73–96. https://doi.org/10.14305/jn.19440413.2024.17.2.04.

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This action research documents how a teacher education program incorporates game-based learning to engage pre-service teachers (PSTs) in developing their instructional creativity. In this project, game-based learning goes beyond playing games; Instead, it allows PSTs to design their own game-a digital escape room created using a website with embedded clues, digital locks, and online challenges. This paper showcases an impressive level of creativity through the variety and complexity of PSTs’ clues, the creative graphics and layout of their websites, and their cleverly written scenarios and con
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Lathwesen, Chantal, and Nadja Belova. "Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review." Education Sciences 11, no. 6 (2021): 308. http://dx.doi.org/10.3390/educsci11060308.

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In the last decade, game-based learning has received growing attention in educational contexts in general and science education in particular. A recent game trend, which has also found its way into STEM classrooms, is escape rooms. In this type of game, players have to work through several puzzles to achieve a specific goal (mostly to escape from an actual room). We conducted a systematic literature review to find out whether the “market” for such games is already saturated or if there is still potential for further development. After searching the common databases (ERIC, Web of Science, and G
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Schuhbauer, Heidi, and Patricia Brockmann. "Exploring the Impact of a Digital Escape Room in Moodle on Students´ Motivation." Proceedings of the International Teaching and Education Conference 1, no. 1 (2025): 1–14. https://doi.org/10.33422/teduconf.v1i1.685.

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Knowledge Management is a core subject in the bachelor’s program in Information Systems at the Nuremberg Institute of Technology. To enhance learning, a digital escape room was developed and implemented on the Moodle e-learning platform. The project addressed three research questions: Is Moodle a recommendable platform to implement a digital escape room? Are digital escape rooms a reasonable concept to teach knowledge? Are students motivated to gain knowledge with an escape room? A prototype was initially evaluated, revealing improved learning outcomes, particularly among students who enjoy qu
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Délécraz, Cyril. "Scoring the Original Soundtrack of an Escape Room." Journal of Sound and Music in Games 4, no. 1 (2023): 26–71. http://dx.doi.org/10.1525/jsmg.2023.4.1.26.

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Through the example of Nobody – Vis et ressens (Nice, France, 2021), this article sheds light on the musical creation process involved in the conception of an automatized escape room, where participants experience a multimodal experience (sound, light, scenery, video) driven by an original scenario. As the composer, sound designer, and computer music designer, I propose to study Nobody as a playful game. I show how current ludomusicology insights can be used and adapted to a game that is played in a physical space. After first exposing considerations of both technical and aesthetic aspects, I
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Manzano-León, Ana, José M. Rodríguez-Ferrer, José Manuel Aguilar-Parra, et al. "Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students." International Journal of Environmental Research and Public Health 18, no. 14 (2021): 7304. http://dx.doi.org/10.3390/ijerph18147304.

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Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this study was to determine the effects of the implementation of an escape room on classroom flow, academic performance, school motivation, and prosocial and antisocial behaviours with higher students in a Special Education master’s degree course. The qu
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Bisanti, Matteo, Roberto Di Paolo, Veronica Pizziol, et al. "Digital Escape Games in Educational Programs for Financial Literacy." European Conference on Games Based Learning 16, no. 1 (2022): 666–74. http://dx.doi.org/10.34190/ecgbl.16.1.857.

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Escape from the Castle is a digital escape game created with the collaboration of the Museum of Saving in Turin (Italy), Neuroscience Lab Intesa Sanpaolo Innovation Center, and the GAME Science Research Center of IMT School for Advanced Studies Lucca. In the escape game, players must help Mica, the mascot of the Museum, to run away from the Ghost of the Baroness, from its Castle. To do that, every player has to solve four puzzles in four different rooms. Each room is correlated to a financial issue, such as saving strategies and planning. The game aims to increase the awareness that money repr
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Babazadeh, Masiar. "UnlockArt: Cultural Mediation at the Museum Through an Augmented Reality Escape Room." European Conference on Games Based Learning 17, no. 1 (2023): 38–45. http://dx.doi.org/10.34190/ecgbl.17.1.1646.

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In the context of a museum, cultural mediation facilitates access to the works of art for the visitors which not always share the culture the pieces of art come from. Tools and resources such as catalogs, guided tours, or the work of the curators are all part of the museum's cultural mediation, which highlights and informs the visitors of the works on display. In this case study we present the game design process and results of UnlockArt, a project developed as a cultural mediation tool at the Museo delle Culture (MUSEC) in Lugano, Switzerland. The project studied and applied the educational e
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Queiruga-Dios, Araceli, María Jesús Santos Sánchez, Marián Queiruga Dios, Víctor Gayoso Martínez, and Ascensión Hernández Encinas. "A Virus Infected Your Laptop. Let’s Play an Escape Game." Mathematics 8, no. 2 (2020): 166. http://dx.doi.org/10.3390/math8020166.

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Have you ever thought what would happen if a ransomware infected your laptop? This type of virus kidnaps files and encrypts them, and the only way to recover the data is by paying in bitcoin or some other cryptocurrency. This situation is undoubtedly terrible. All of your work, projects, and personal files will not be available (unless you pay the ransom). The first time students watched a video that contextualizes this stressful situation, they thought that they had been attacked by a computer virus. Fortunately, the panic only lasted a few seconds. This is the way to start a game called brea
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Badr, Aisha F. "The Geriatric Virtual Escape Room in Pharmacy Education: Female Students Escape Significantly Faster than Male Students." Pharmacy 10, no. 2 (2022): 36. http://dx.doi.org/10.3390/pharmacy10020036.

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Due to COVID-19 and the limitation of face-face teaching, electronic adaptation for formative and continuous assessment methods were greatly used and documented between 2020 and 2021. This study aims to implement a virtual escape room that will help assist and refine problem-solving skills in fifth-year pharmacy students by reviewing Beer’s criteria and selecting the most appropriate management. A descriptive cross-sectional study was conducted following the implementation of the virtual escape room using google form. Students had to unlock five puzzles using Beer’s criteria. To evaluate pharm
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Kwong, Vincci, Judith Falzon, and Julie Feighery. "Integrating Immersive Experiences to Instruction through BreakoutEDU." International Journal of Librarianship 7, no. 1 (2022): 116–26. http://dx.doi.org/10.23974/ijol.2022.vol7.1.209.

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This study employed an escape room motif to engage students to use information literacy course material to solve puzzles. Students practiced research techniques in a classroom environment that bypassed their expectations of traditional course instruction. Instructor objectives were to increase student engagement with the course material, and to foster teamwork among students in a cooperative learning environment. Authors initially obtained 9 kits from Breakout EDU, a company specializing in immersive games. Games were devised for three of the course units, with each unit identifying 4-5 inform
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Huraj, Ladislav, Roman Hrmo, and Marianna Sejutová Sejutová Hudáková. "The Impact of a Digital Escape Room focused on HTML and Computer Networks on Vocational High School Students." Education Sciences 12, no. 10 (2022): 682. http://dx.doi.org/10.3390/educsci12100682.

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Today, students live in a world surrounded by technology and traditional education methods are no longer very attractive to them. Applying the concept of a digital educational escape room to teaching can help increase students’ interest in the subject. In an escape room, the players search for clues, complete tasks, and solve polymorphic puzzles, working together to escape the room within a certain time limit. This article presents the use of a digital escape room on third-year students in the field of computer network mechanics at a secondary vocational school. The aim of this study was to de
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Ross, Robert, and Anthony de Souza-Daw. "Educational Escape Rooms as an Active Learning Tool for Teaching Telecommunications Engineering." Telecom 2, no. 2 (2021): 155–66. http://dx.doi.org/10.3390/telecom2020010.

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Traditional education, particularly at a university level is not necessarily very engaging. Educational escape rooms are a recent game based learning approach which combines team based problem solving with a story-line and cryptic clues. In this paper, we apply the concept of educational escape rooms to the telecommunications engineering classroom by creating a series of two separate scenarios, each containing three puzzles. Our evaluation is based on survey results from telecommunication experts which suggest that this will be an engaging and challenging tool for teaching telecommunications e
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García García, Marta. "„weil es halt schwieriger ist zu reden als es einfach selber zu machen“ – Lernenden-Engagement und Escape Games im Spanischunterricht." Fremdsprachen Lehren und Lernen 52, no. 2 (2023): 50–71. http://dx.doi.org/10.24053/flul-2023-0021.

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Educational Escape Games (EEG) are learning scenarios in which participants must solve a series of puzzles with a clear educational purpose in order to escape from a (fictional) locked room under time pressure. This paper examines two EEGs designed by teacher education students and play-tested with two Spanish classes (10th and 13th grade). The study focuses on the construct of learner engagement from the perspective of conversation analysis and investigates the extent to which learners engage cognitively, affectively, and socially. The results demonstrate that the participants jointly accompl
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Seto, A. V. "P134: Escape game as a theatre-based simulation for teamwork skills training in undergraduate medical education." CJEM 20, S1 (2018): S104—S105. http://dx.doi.org/10.1017/cem.2018.332.

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Introduction: Teamwork skills are essential in emergency presentations. When training medical students to manage acute care cases, simulation is frequently the educational tool. However, simulation content is often medically-focused, and post-simulation debriefs may not prioritize discussion of teamwork skills, as time is limited. Furthermore, debriefing both medical and teamwork aspects of a case may add to the learners cognitive load. This innovation uses an escape game as a non-clinical simulation to gamify teamwork skills training, with a focus on the collaborator CanMEDS role. In the ente
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Abensur Vuillaume, Laure, Garry Laudren, Alexandre Bosio, Pauline Thévenot, Thierry Pelaccia, and Anthony Chauvin. "A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development." JMIR Serious Games 9, no. 3 (2021): e27291. http://dx.doi.org/10.2196/27291.

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Background In the health care environment, teamwork is paramount, especially when referring to patient safety. We are interested in recent and innovative solutions such as escape games, which is a type of adventure game that may be highly useful as an educational tool, potentially combining good communication skills with successful gamification. They involve teams of 5 to 10 individuals who are “locked” in the same room and must collaborate to solve puzzles while under pressure from a timer. Objective The purpose of this paper was to describe the steps involved in creating and implementing an
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Hakshurian, Yael. "Teachers’ Competencies in Developing Digital Educational Escape Rooms." Educatia 21, no. 25 (November 30, 2023): 66–71. http://dx.doi.org/10.24193/ed21.2023.25.07.

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The development of digital educational escape rooms (DEERs) by teachers presents many advantages for student learning and engagement. By developing DEERs, teachers have the opportunity to customize the learning experience and align it with specific curricular goals and with the students’ needs. Teachers can select the content that is relevant to the subject matter, and ensure that the puzzles and challenges within the DEERs promote the desired learning outcomes. Furthermore, a digital platform of DEERs enables a large group of students to play simultaneously, or to access the game remotely, an
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Adkins, Alex, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, and Sophie Jörg. "Evaluating Grasping Visualizations and Control Modes in a VR Game." ACM Transactions on Applied Perception 18, no. 4 (2021): 1–14. http://dx.doi.org/10.1145/3486582.

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A primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues
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Pérez-Herrera, Rosa Ana, Santiago Tainta, and Cesar Elosúa. "Gamification for Photonics Students: Labescape." Optics 2, no. 4 (2021): 228–35. http://dx.doi.org/10.3390/opt2040021.

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The idea of utilizing game elements in non-gaming situations has sparked a lot of attention in recent years, especially in topics such as education and training. Game-based techniques appear to be an increasing trend in a wide range of learning areas, including health, social policy, and engineering, among others, not only in primary school but also in higher formal education. Using this methodology, the learning process becomes more stimulating while also reaching a competitive level in some circumstances. In the present work, the authors propose a new gamification strategy based on an escape
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Pérez-Herrera, Rosa Ana, Santiago Tainta, and Cesar Elosúa. "Gamification for Photonics Students: Labescape." Optics 2, no. 4 (2021): 228–35. http://dx.doi.org/10.3390/opt2040021.

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The idea of utilizing game elements in non-gaming situations has sparked a lot of attention in recent years, especially in topics such as education and training. Game-based techniques appear to be an increasing trend in a wide range of learning areas, including health, social policy, and engineering, among others, not only in primary school but also in higher formal education. Using this methodology, the learning process becomes more stimulating while also reaching a competitive level in some circumstances. In the present work, the authors propose a new gamification strategy based on an escape
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Zhao, Yizhou, Liang Qiu, Pan Lu, Feng Shi, Tian Han, and Song-Chun Zhu. "Learning from the Tangram to Solve Mini Visual Tasks." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 3 (2022): 3490–98. http://dx.doi.org/10.1609/aaai.v36i3.20260.

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Current pre-training methods in computer vision focus on natural images in the daily-life context. However, abstract diagrams such as icons and symbols are common and important in the real world. We are inspired by Tangram, a game that requires replicating an abstract pattern from seven dissected shapes. By recording human experience in solving tangram puzzles, we present the Tangram dataset and show that a pre-trained neural model on the Tangram helps solve some mini visual tasks based on low-resolution vision. Extensive experiments demonstrate that our proposed method generates intelligent s
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Sulastri, Sulastri. "PENGEMBANGAN KREATIVITAS MELALUI PERMAINAN KONSTRUKTIF PADA ANAK." Atthufulah : Jurnal Pendidikan Anak Usia Dini 2, no. 2 (2022): 25–28. http://dx.doi.org/10.35316/atthufulah.v2i2.2218.

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The formulation of the problem in the research is how the process and results of implementing constructive game activities in an effort to develop children's creativity through constructive games for group A children at KB Nuril Asror Trigonco Asembagus. The type of research used is study room activity research by destroying homeroom school issues. Critical thinking is pursued in stages from pre-cycle, cycle I, to cycle II. Each cycle consists of Composition, Activity, Perception, and Reflection. Determined to work on the nature of the training in the study room. Based on observational explora
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Işık, Hatice Kubra, and Aysegul Liman Kaban. "The effects of educational digital escape games on achievement and motivation in Mathematics courses." Journal of Educational Technology and Online Learning 8, no. 1 (2025): 136–51. https://doi.org/10.31681/jetol.1603015.

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Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45 third-grade students from a private school in Istanbul were divided into experimental and control groups. The experimental group used an EDEG designed with the ADDIE model over four weeks, while the control group followed traditional teaching methods
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Ditter, David, Isabel Rubner, Sarah Lukas, and David Weiser. "Science4Exit Project - Experimental Escape Games with Digital Enrichment in an Extracurricular Learning Venue." European Conference on Games Based Learning 17, no. 1 (2023): 154–61. http://dx.doi.org/10.34190/ecgbl.17.1.1620.

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Exit games, escape games or escape rooms are innovative formats for teaching chemistry and for learning and applying scientific content. In the project "Science4Exit" experimental escape games with digital enrichment are developed, tested and evaluated. They will be carried out in the teaching and learning laboratory of chemistry at the University of Education in Weingarten.
 One of the project's goals is to increase pupil’s motivation for science topics and interest in STEM subjects, as well as to improve the application of knowledge acquired in school. It also promotes 21st century skil
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