Kalinin II: experience report of an Escape Room applied in the educational environment
Abstract
This article presents the experience report that used the escape room style of play as a learning strategy. It was applied the EscapED framework to elaborate the game, which systematizes a set of elements that enable the development of this type of game in the educational context.The methodological procedures used were bibliographic research andcase study. Data collection was conducted based on an adaptation of the MEEGA+ model, which was used to evaluate the experience. The results identified were promising, which expands the perspective for new studies using this style of play in the educational environment.
Keywords:
Learning Strategy, Experience Report, Escape Room
References
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Clarke, S.; Arnab, S.; Morini, L.; Wood, O.; Green, K.; Masters, A.; Bourazeri, A. (2016) "EscapED: A Frameworkfor Creating Live-Action,Interactive Games for Higher/Further Education Learning and Soft Skills Development", Proceedings... European Conference on Games Based Learning, p. 968-672.
Hermanns, M.;Deal, B.;Ann M.; Hillhouse, S.; Opella, B.;Faigle, C.;Campbell, R.(2017)"Using an "Escape Roomtoolbox approach to enhance pharmacology education". Nursing Faculty Publications and Presentations.v.8, n. 4.
Kenski, V.M.(2003) “Tecnologias e ensino presencial e a distância”,Papirus.
Morán,J.(2015) “Mudando a educação com metodologias ativas”, http://www2.eca.usp.br/moran/wp-content/uploads/2013/12/mudando_moran.pdf>
Nicholson, S. (2016) “Peeking behindthelocked door: A survey of escape room facilities”, Meaningful Play, http://scottnicholson.com/pubs/stateofescape.pdf.
Pereira, L. T.; Silva, F. H. C.; Palomino, P. T.; Isotani, S. (2018) "A abordagem construtivista no desenvolvimento de um seriousgame do gêneroescape room", SBGames, p. 1011-1018.
Piaget, J. (1998) “O espírito de solidariedade na criança e a colaboração internacional”, in:Sobre a pedagogia -textos inéditos. Casa doPsicólogo, p.59-78.
Prensky M.(2001) “Digital Game-Based Learning”,McGraw-Hill.
Petri, G.; Gresse, W.C.and Borgatto, A. F. (2019) “MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação”, In: Revista Brasileira de Informática na Educação(RBIE), 2019.
Utsch, S.; Scárdua,M.; Bragança, L. (2016) "Festa Estranha: Um Estudo de Caso no Desenvolvimento de Indie Gamesem Grupos Minoritários", Proceedings... SBGames,p. 1234-1236.
Voros, A.;Sárkozi, Z.(2017) “Physics escape room as an educational tool”. AIP Conference Proceedings 1916, https://aip.scitation.org/doi/pdf/10.1063/1.5017455
Vygotsky, L. S.(1998) “A formação social da mente: o desenvolvimento dos processos psicológicos superiores”,6. ed., Martins Fontes.
Clarke, S.; Arnab, S.; Morini, L.; Wood, O.; Green, K.; Masters, A.; Bourazeri, A. (2016) "EscapED: A Frameworkfor Creating Live-Action,Interactive Games for Higher/Further Education Learning and Soft Skills Development", Proceedings... European Conference on Games Based Learning, p. 968-672.
Hermanns, M.;Deal, B.;Ann M.; Hillhouse, S.; Opella, B.;Faigle, C.;Campbell, R.(2017)"Using an "Escape Roomtoolbox approach to enhance pharmacology education". Nursing Faculty Publications and Presentations.v.8, n. 4.
Kenski, V.M.(2003) “Tecnologias e ensino presencial e a distância”,Papirus.
Morán,J.(2015) “Mudando a educação com metodologias ativas”, http://www2.eca.usp.br/moran/wp-content/uploads/2013/12/mudando_moran.pdf>
Nicholson, S. (2016) “Peeking behindthelocked door: A survey of escape room facilities”, Meaningful Play, http://scottnicholson.com/pubs/stateofescape.pdf.
Pereira, L. T.; Silva, F. H. C.; Palomino, P. T.; Isotani, S. (2018) "A abordagem construtivista no desenvolvimento de um seriousgame do gêneroescape room", SBGames, p. 1011-1018.
Piaget, J. (1998) “O espírito de solidariedade na criança e a colaboração internacional”, in:Sobre a pedagogia -textos inéditos. Casa doPsicólogo, p.59-78.
Prensky M.(2001) “Digital Game-Based Learning”,McGraw-Hill.
Petri, G.; Gresse, W.C.and Borgatto, A. F. (2019) “MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação”, In: Revista Brasileira de Informática na Educação(RBIE), 2019.
Utsch, S.; Scárdua,M.; Bragança, L. (2016) "Festa Estranha: Um Estudo de Caso no Desenvolvimento de Indie Gamesem Grupos Minoritários", Proceedings... SBGames,p. 1234-1236.
Voros, A.;Sárkozi, Z.(2017) “Physics escape room as an educational tool”. AIP Conference Proceedings 1916, https://aip.scitation.org/doi/pdf/10.1063/1.5017455
Vygotsky, L. S.(1998) “A formação social da mente: o desenvolvimento dos processos psicológicos superiores”,6. ed., Martins Fontes.
Published
2020-11-24
How to Cite
COSTA, Guilherme S.; BARBOSA, Ramon C.; COSTA, Átila M.; BERTAGNOLLI, Silvia C.; FRANCO, Márcia Häfele Islabão; SCHMITT, Marcelo A. R.; OKUYAMA, Fábio Y..
Kalinin II: experience report of an Escape Room applied in the educational environment. In: BRAZILIAN SYMPOSIUM ON COMPUTERS IN EDUCATION (SBIE), 31. , 2020, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 481-490.
DOI: https://doi.org/10.5753/cbie.sbie.2020.481.
