Escape Rooms Educacionais na Computação: Um Estudo em Mapeamento Sistemático da Literatura
Resumo
Escapes rooms são atividades imersivas, utilizadas tanto para entretenimento quanto na educação. Na educação, a resolução de desafios atrelada a aprendizagem baseada em problemas permite que os alunos fiquem imersos e aprendam sobre os temas abordados. Na educação em computação é possível utilizar tais atividades para ensinar conteúdos complexos aos alunos de maneira mais lúdica e envolvente. Porém, alinhar tais conteúdos didáticos com suas diferentes características e possibilidades de aplicação pode ser desafiador. Neste estudo, investigou-se o uso de escape room no ensino e aprendizagem de computação. Foi conduzido um mapeamento sistemático da literatura sendo encontrados 134 estudos que, após as etapas de seleção, foram aceitos 19. Os resultados apontam o uso da atividade em diferentes disciplinas, aplicados em ambientes híbridos, digitais, analógicos etc. Em sua maioria, utilizando puzzles alinhados aos conteúdos pedagógicos. Portanto, este estudo contribui a informática na educação, apresentando uma investigação sobre o uso de escape rooms educacionais em computação, servindo como referência para professores e pesquisadores que se interessem por tal abordagem.
Palavras-chave:
Escape room, Educação, Computação, Mapeamento Sistematico
Referências
Almeida Brochado, R. e Carvalho, M. A. G. (2021). Revisão sistemática de estudos e aplicações de modelos pedagógicos diversificados. Revista Brasileira de Informática na Educação, 29:718–745.
Andrade, L. G. d. S. B., Aguiar, N. C., Ferrete, R. B., e dos Santos, J. (2020). Geração z e as metodologias ativas de aprendizagem: desafios na educação profissional e tecnológica. Revista Brasileira da Educação Profissional e Tecnológica, 1(18):e8575–e8575.
Araújo, C. C., de Melo, J. F. H., Teixeira, J. M. X. N., e Peres, F. F. F. (2023). Developing a virtual escape room game: Existing challenges and how to overcome them. In Anais do XX Congresso Latino-Americano de Software Livre e Tecnologias Abertas, pages 40–49. SBC.
Barra, E., López-Pernas, S., Gordillo, A., Pozo, A., Muñoz-Arcentales, A., e Conde, J. (2023). Empowering database learning through remote educational escape rooms. IEEE Internet Computing.
Bezençon, V., De Santo, A., Holzer, A., e Lanz, B. (2023). Escape addict: A digital escape room for the prevention of addictions and risky behaviors in schools. Computers & Education, 200:104798.
Bolivar, S., Ortega, F. R., Zock-Obregon, M., e Rishe, N. D. (2018). 3d spatial gaming interaction to broad cs participation. In Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments: 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II 12, pages 39–47. Springer.
Bolivar, S., Perez, D., Carrasquillo, A., Williams, A. S., Rishe, N. D., e Ortega, F. R. (2019). 3d interaction for computer science educational vr game. In Universal Access in Human-Computer Interaction. Theory, Methods and Tools: 13th International Conference, UAHCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I 21, pages 408–419. Springer.
Borrás-Gené, O., Hijón-Neira, R., Paredes-Barragán, P., e Serrano-Luján, L. (2024). A hybrid escape room to foster motivation and programming education for pre-service teachers. International Journal of Game-Based Learning (IJGBL), 14(1):1–17.
Borrego, C., Fernández, C., Blanes, I., e Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. JOTSE, 7(2):162–171.
Cain, J. (2019). Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class. Currents in Pharmacy Teaching and Learning, 11(1):44–50.
Carvalho, F., Junior, M. C., e Costa, Y. (2021). Jogos educativos no ensino de autômato finito determinístico: Um estudo de caso com o jogo a factory disaster. In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 472–478
Castro, R. M. (2018). Desenvolvimento e avaliação de uma metodologia de aprendizagem ativa apoiada pelo uso de qr code para ensino de banco de dados. In Anais do XXVI Workshop sobre Educação em Computação.
Costa, G. S., Barbosa, R. C., Costa, Á . M., Bertagnolli, S. C., Franco, M. H. I., Schmitt, M. A., e Okuyama, F. Y. (2020). Kalinin ii: relato de experiência de um escape room aplicado no ambiente educacional. In Anais do XXXI Simpósio Brasileiro de Informática na Educação, pages 481–490.
Ferreira, V. G. e Canedo, E. D. (2020). Design sprint in classroom: exploring new active learning tools for project-based learning approach. Journal of Ambient Intelligence and Humanized Computing, 11:1191–1212.
Fotaris, P. e Mastoras, T. (2019). Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games Based Learning, pages 235–243.
Gordillo, A., López-Fernández, D., López-Pernas, S., e Quemada, J. (2020). Evaluating an educational escape room conducted remotely for teaching software engineering. IEEE Access, 8:225032–225051.
Grupel, D., Wennstroem, E., e Moran-Gilad, J. (2022). Escape room—the next generation of problem-based learning? Clinical Microbiology and Infection, 28(6):768–770.
Hacke, A. (2019). Computer science problem solving in the escape game
Hacke, A. e Dittert, N. (2023). The function of note-taking in problem solving in the computer science escape game room-x. In International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, pages 80–92. Springer.
Huang, S.-Y., Kuo, Y.-H., e Chen, H.-C. (2020). Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability. Thinking Skills and Creativity, 37:100681.
Huraj, L., Hrmo, R., e Sejutová Hudáková, M. (2022). The impact of a digital escape room focused on html and computer networks on vocational high school students. Education Sciences, 12(10):682.
Kilic, S. (2015). Kappa test. Psychiatry and Behavioral Sciences, 5(3):142.
Kinio, A. E., Dufresne, L., Brandys, T., e Jetty, P. (2019). Break out of the classroom: the use of escape rooms as an alternative teaching strategy in surgical education. Journal of surgical education, 76(1):134–139.
Kitchenham, B., Madeyski, L., e Budgen, D. (2023). Segress: Software engineering guidelines for reporting secondary studies. IEEE Transactions on Software Engineering, 49(3):1273–1298.
Lathwesen, C. e Belova, N. (2021). Escape rooms in stem teaching and learning—prospective field or declining trend? a literature review. Education Sciences, 11(6):308.
López-Pernas, S., Gordillo, A., Barra, E., e Quemada, J. (2019a). Analyzing learning effectiveness and students’ perceptions of an educational escape room in a programming course in higher education. IEEE access, 7:184221–184234.
López-Pernas, S., Gordillo, A., Barra, E., e Quemada, J. (2019b). Examining the use of an educational escape room for teaching programming in a higher education setting. IEEE Access, 7:31723–31737.
López-Pernas, S., Gordillo, A., Barra, E., e Quemada, J. (2021). Comparing face-to-face and remote educational escape rooms for learning programming. IEEE Access, 9:59270–59285.
López-Pernas, S., Saqr, M., Gordillo, A., e Barra, E. (2023). A learning analytics perspective on educational escape rooms. Interactive Learning Environments, 31(10):6509–6525.
Makri, A., Vlachopoulos, D., e Martina, R. A. (2021). Digital escape rooms as innovative pedagogical tools in education: A systematic literature review. Sustainability, 13(8):4587.
Michaeli, T. e Romeike, R. (2020). Investigating students' preexisting debugging traits: A real world escape room study. In Proceedings of the 20th Koli Calling International Conference on Computing Education Research, pages 1–10.
Michaeli, T. e Romeike, R. (2021). Developing a real world escape room for assessing preexisting debugging experience of k12 students. In 2021 IEEE Global Engineering Education Conference (EDUCON), pages 521–529. IEEE.
Ngoy, R. K., Yernaux, G., e Vanhoof, W. (2023). Evscapp: Evaluating the pedagogical relevance of educational escape games for computer science. In Proceedings of the 15th International Conference on Computer Supported Education-Volume 2, CSEDU 2023, pages 241–251.
Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. Scott Nicholson. Disponível em: [link] pubs/erfacwhite.pdf. Acesso em 12 ago 2024.
Pereira, R. (2012). Método ativo: técnicas de problematização da realidade aplicada à educação básica e ao ensino superior. VI Colóquio internacional. Educação e Contemporaneidade. São Cristóvão, SE, 20.
Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1):21–21.
Rocha, C. J. T. d., Farias, S. A. d., et al. (2020). Metodologias ativas de aprendizagem possíveis ao ensino ciências e matemática. REAMEC-Rede Amazônica de Educação em Ciências e Matemática.
Santos, A. M., Sá, S., Costa, L. F. C., e Coheur, L. (2021). Setting up educational escape games: Lessons learned in a higher education setting. In 2021 4th International Conference of the Portuguese Society for Engineering Education (CISPEE), pages 1–8. IEEE.
Veldkamp, A., Daemen, J., Teekens, S., Koelewijn, S., Knippels, M.-C. P., e van Joolingen, W. R. (2020a). Escape boxes: Bringing escape room experience into the classroom. British Journal of Educational Technology, 51(4):1220–1239.
Veldkamp, A., van de Grint, L., Knippels, M.-C. P., e van Joolingen, W. R. (2020b). Escape education: A systematic review on escape rooms in education. Educational Research Review, 31:100364
Videnovik, M., Vold, T., Dimova, G., Kiønig, L. V., e Trajkovik, V. (2022). Migration of an escape room–style educational game to an online environment: Design thinking methodology. JMIR serious games, 10(3):e32095.
Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166:104156.
Wiemker, M., Elumir, E., e Clare, A. (2015). Escape room games. Game based learning, 55:55–75.
Zorzo, A. F., Nunes, D., Matos, E. S., Steinmacher, I., Leite, J. C., Araujo, R., Correia, R. C., e Martins, S. (2017). Referenciais de Formação para os Cursos de Graduação em Computação. Sociedade Brasileira Computação, Porto Alegre.
Andrade, L. G. d. S. B., Aguiar, N. C., Ferrete, R. B., e dos Santos, J. (2020). Geração z e as metodologias ativas de aprendizagem: desafios na educação profissional e tecnológica. Revista Brasileira da Educação Profissional e Tecnológica, 1(18):e8575–e8575.
Araújo, C. C., de Melo, J. F. H., Teixeira, J. M. X. N., e Peres, F. F. F. (2023). Developing a virtual escape room game: Existing challenges and how to overcome them. In Anais do XX Congresso Latino-Americano de Software Livre e Tecnologias Abertas, pages 40–49. SBC.
Barra, E., López-Pernas, S., Gordillo, A., Pozo, A., Muñoz-Arcentales, A., e Conde, J. (2023). Empowering database learning through remote educational escape rooms. IEEE Internet Computing.
Bezençon, V., De Santo, A., Holzer, A., e Lanz, B. (2023). Escape addict: A digital escape room for the prevention of addictions and risky behaviors in schools. Computers & Education, 200:104798.
Bolivar, S., Ortega, F. R., Zock-Obregon, M., e Rishe, N. D. (2018). 3d spatial gaming interaction to broad cs participation. In Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments: 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II 12, pages 39–47. Springer.
Bolivar, S., Perez, D., Carrasquillo, A., Williams, A. S., Rishe, N. D., e Ortega, F. R. (2019). 3d interaction for computer science educational vr game. In Universal Access in Human-Computer Interaction. Theory, Methods and Tools: 13th International Conference, UAHCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I 21, pages 408–419. Springer.
Borrás-Gené, O., Hijón-Neira, R., Paredes-Barragán, P., e Serrano-Luján, L. (2024). A hybrid escape room to foster motivation and programming education for pre-service teachers. International Journal of Game-Based Learning (IJGBL), 14(1):1–17.
Borrego, C., Fernández, C., Blanes, I., e Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. JOTSE, 7(2):162–171.
Cain, J. (2019). Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class. Currents in Pharmacy Teaching and Learning, 11(1):44–50.
Carvalho, F., Junior, M. C., e Costa, Y. (2021). Jogos educativos no ensino de autômato finito determinístico: Um estudo de caso com o jogo a factory disaster. In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 472–478
Castro, R. M. (2018). Desenvolvimento e avaliação de uma metodologia de aprendizagem ativa apoiada pelo uso de qr code para ensino de banco de dados. In Anais do XXVI Workshop sobre Educação em Computação.
Costa, G. S., Barbosa, R. C., Costa, Á . M., Bertagnolli, S. C., Franco, M. H. I., Schmitt, M. A., e Okuyama, F. Y. (2020). Kalinin ii: relato de experiência de um escape room aplicado no ambiente educacional. In Anais do XXXI Simpósio Brasileiro de Informática na Educação, pages 481–490.
Ferreira, V. G. e Canedo, E. D. (2020). Design sprint in classroom: exploring new active learning tools for project-based learning approach. Journal of Ambient Intelligence and Humanized Computing, 11:1191–1212.
Fotaris, P. e Mastoras, T. (2019). Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games Based Learning, pages 235–243.
Gordillo, A., López-Fernández, D., López-Pernas, S., e Quemada, J. (2020). Evaluating an educational escape room conducted remotely for teaching software engineering. IEEE Access, 8:225032–225051.
Grupel, D., Wennstroem, E., e Moran-Gilad, J. (2022). Escape room—the next generation of problem-based learning? Clinical Microbiology and Infection, 28(6):768–770.
Hacke, A. (2019). Computer science problem solving in the escape game
Hacke, A. e Dittert, N. (2023). The function of note-taking in problem solving in the computer science escape game room-x. In International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, pages 80–92. Springer.
Huang, S.-Y., Kuo, Y.-H., e Chen, H.-C. (2020). Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability. Thinking Skills and Creativity, 37:100681.
Huraj, L., Hrmo, R., e Sejutová Hudáková, M. (2022). The impact of a digital escape room focused on html and computer networks on vocational high school students. Education Sciences, 12(10):682.
Kilic, S. (2015). Kappa test. Psychiatry and Behavioral Sciences, 5(3):142.
Kinio, A. E., Dufresne, L., Brandys, T., e Jetty, P. (2019). Break out of the classroom: the use of escape rooms as an alternative teaching strategy in surgical education. Journal of surgical education, 76(1):134–139.
Kitchenham, B., Madeyski, L., e Budgen, D. (2023). Segress: Software engineering guidelines for reporting secondary studies. IEEE Transactions on Software Engineering, 49(3):1273–1298.
Lathwesen, C. e Belova, N. (2021). Escape rooms in stem teaching and learning—prospective field or declining trend? a literature review. Education Sciences, 11(6):308.
López-Pernas, S., Gordillo, A., Barra, E., e Quemada, J. (2019a). Analyzing learning effectiveness and students’ perceptions of an educational escape room in a programming course in higher education. IEEE access, 7:184221–184234.
López-Pernas, S., Gordillo, A., Barra, E., e Quemada, J. (2019b). Examining the use of an educational escape room for teaching programming in a higher education setting. IEEE Access, 7:31723–31737.
López-Pernas, S., Gordillo, A., Barra, E., e Quemada, J. (2021). Comparing face-to-face and remote educational escape rooms for learning programming. IEEE Access, 9:59270–59285.
López-Pernas, S., Saqr, M., Gordillo, A., e Barra, E. (2023). A learning analytics perspective on educational escape rooms. Interactive Learning Environments, 31(10):6509–6525.
Makri, A., Vlachopoulos, D., e Martina, R. A. (2021). Digital escape rooms as innovative pedagogical tools in education: A systematic literature review. Sustainability, 13(8):4587.
Michaeli, T. e Romeike, R. (2020). Investigating students' preexisting debugging traits: A real world escape room study. In Proceedings of the 20th Koli Calling International Conference on Computing Education Research, pages 1–10.
Michaeli, T. e Romeike, R. (2021). Developing a real world escape room for assessing preexisting debugging experience of k12 students. In 2021 IEEE Global Engineering Education Conference (EDUCON), pages 521–529. IEEE.
Ngoy, R. K., Yernaux, G., e Vanhoof, W. (2023). Evscapp: Evaluating the pedagogical relevance of educational escape games for computer science. In Proceedings of the 15th International Conference on Computer Supported Education-Volume 2, CSEDU 2023, pages 241–251.
Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. Scott Nicholson. Disponível em: [link] pubs/erfacwhite.pdf. Acesso em 12 ago 2024.
Pereira, R. (2012). Método ativo: técnicas de problematização da realidade aplicada à educação básica e ao ensino superior. VI Colóquio internacional. Educação e Contemporaneidade. São Cristóvão, SE, 20.
Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1):21–21.
Rocha, C. J. T. d., Farias, S. A. d., et al. (2020). Metodologias ativas de aprendizagem possíveis ao ensino ciências e matemática. REAMEC-Rede Amazônica de Educação em Ciências e Matemática.
Santos, A. M., Sá, S., Costa, L. F. C., e Coheur, L. (2021). Setting up educational escape games: Lessons learned in a higher education setting. In 2021 4th International Conference of the Portuguese Society for Engineering Education (CISPEE), pages 1–8. IEEE.
Veldkamp, A., Daemen, J., Teekens, S., Koelewijn, S., Knippels, M.-C. P., e van Joolingen, W. R. (2020a). Escape boxes: Bringing escape room experience into the classroom. British Journal of Educational Technology, 51(4):1220–1239.
Veldkamp, A., van de Grint, L., Knippels, M.-C. P., e van Joolingen, W. R. (2020b). Escape education: A systematic review on escape rooms in education. Educational Research Review, 31:100364
Videnovik, M., Vold, T., Dimova, G., Kiønig, L. V., e Trajkovik, V. (2022). Migration of an escape room–style educational game to an online environment: Design thinking methodology. JMIR serious games, 10(3):e32095.
Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166:104156.
Wiemker, M., Elumir, E., e Clare, A. (2015). Escape room games. Game based learning, 55:55–75.
Zorzo, A. F., Nunes, D., Matos, E. S., Steinmacher, I., Leite, J. C., Araujo, R., Correia, R. C., e Martins, S. (2017). Referenciais de Formação para os Cursos de Graduação em Computação. Sociedade Brasileira Computação, Porto Alegre.
Publicado
04/11/2024
Como Citar
CLASSE, Tadeu Moreira de; CASTRO, Ronney Moreira de; CASTRO, Cátia da Cunha Carnevalli de.
Escape Rooms Educacionais na Computação: Um Estudo em Mapeamento Sistemático da Literatura. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 35. , 2024, Rio de Janeiro/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 551-565.
DOI: https://doi.org/10.5753/sbie.2024.241863.