| Literature DB >> 35784618 |
Ashley B Heim1, Jessica Duke2, Emily A Holt2.
Abstract
There has always been a need for engaging assessments in online learning environments, though the COVID-19 pandemic further emphasized this need. Instructors across science, technology, engineering, and mathematics (STEM) disciplines have begun to implement escape room activities as effective and engaging learning tools in their classrooms. For our virtual introductory ecology course in spring 2021, we developed a student-designed escape room assessment which aligned with several course goals and covered a broad range of ecology concepts. The learning objectives of this assignment asked students to (i) create a themed "room" filled with ecology-based riddles and puzzles that represented a novel virtual escape room for their peers based on an important ecological topic, (ii) summarize and synthesize primary literature into clues and locks to educate their peers about an ecological topic, and (iii) use critical thinking and discussion of ecological topics with peers to solve their peers' escape rooms. We found that while students generated distinct escape room activities and focused on various ecological topics, student scores on this assessment, as well as student feedback, indicated that the escape rooms were conducive to learning, novel, and accessible in the virtual learning environment. We suggest that student-designed escape room assessments are an effective way for students to learn course material in a fun, engaging, and creative manner, and our spring 2021 implementation suggests that this activity may be an effective assessment for online settings.Entities:
Keywords: biology; design-based learning; ecology; escape rooms; game-based learning; online classrooms; undergraduate; virtual classrooms
Year: 2022 PMID: 35784618 PMCID: PMC9249131 DOI: 10.1128/jmbe.00015-22
Source DB: PubMed Journal: J Microbiol Biol Educ ISSN: 1935-7877
Definitions for terminology commonly associated with escape rooms, especially in the virtual format
| Term | Definition |
|---|---|
| Escape room | A physical or virtual game space where a group of participants are “locked” together for a designated period of time. In order to “escape” and win the game, participants must correctly answer smaller clues that collectively lead to them successfully unlocking the final lock. |
| Main slide | A single slide in a cloud-based slideshow that houses all the clues (images linked to text or riddles) situated on a themed background image that serves as the virtual room from which participants are trying to “escape.” |
| Clues | Text or riddles hidden throughout the room that guide participants in their quest to “escape” from the room. Most clues provide hints or link out to information for the participant to use that allows them to determine a code that will open corresponding “locks.” In a virtual escape room, clues are represented in the main slide by images that are hyperlinked to external objects (e.g., videos, scientific papers, documents with information or instructions). |
| Code | Codes are alphanumeric sequences derived from following a clue, which can unlock a lock [e.g., a student example is “Combine the first letters (in all caps) of the 3 variables used to compute biomass in the rainforest, and the numerical value for the annual biomass in 2020 (recorded in Pg C) added with the avg hours of daylight in a rainforest. The final code is 3 letters and 3 numbers.”] |
| Locks | Physical or virtual puzzles that are solved only by providing the correct code to unlock. These codes are obtained by using “clues” hidden throughout the room. In Google forms, these locks are case sensitive and can be simplified by telling participants the number of letters and numbers in an answer. Google forms provide immediate feedback to participants as to whether their codes are correct. |
| Final lock | The final puzzle in an escape room, which usually unlocks the room so that the participants can “escape” and win or finish the game. Final locks use pieces of all the smaller locks so that participants are required to pass through all other locks to successfully open the final lock, or locks are ordered and sequential (i.e., one clue and lock is dependent on the previous one being solved correctly). |
Average scores of 10 groups from spring 2021 implementation (two groups’ itemized scores could not be recovered) and alignment of rubric elements with learning objectives
| Rubric element | Avg % (of 2) | Learning objective (LO) aligned with |
|---|---|---|
| Functionality | 86.3 | LO1 |
| Text and media | 81.3 | LO1 |
| Organization and aesthetics | 78.8 | LO1 |
| Knowledge and understanding | 82.5 | LO1 |
| Application of ecology content | 81.3 | LO1 |
| Evidence from primary literature | 81.3 | LO2 |
| Source list | 53.8 | LO2 |
| Critical and creative thinking | 72.5 | LO3 |
| Total | 78.4 |
Perceived challenges of engaging in the escape room assignment, including themes, types of tasks, subthemes, number of references, and representative quotes from students; “NA” reflects themes that either did not exist in our data set or were not parsed into types of tasks or subthemes
| Theme | Type of task | Subtheme | No. of references | Representative quote |
|---|---|---|---|---|
| Preparation | NA | NA | 13 | “Definitely maneuvering around new formats and working with tools that I’m not too used to working with was quite a challenge.” |
| Process | Noncognitive | Learning to use new technology | 9 | “A major challenge overall that I saw [were] some minor aspects of making sure every piece worked in the escape room … it was a little arduous going over every little piece of compiling multiple google docs/forms, where one mistake could ruin the entire escape room.” |
| Noncognitive | Creative demand | 7 | “The challenges of doing the escape room project is that it was frustrating when we had creative slumps and could not come up with questions for our clues/locks. It was hard to overcome these mental roadblocks and be creative during the whole process.” | |
| Noncognitive | Collaborative work | 6 | “With this project we had to think as a group in order to make this project work and setting up meetings outside of class was a bit of a challenge. Initially we had barely met some of our group members, therefore it took us a while to get on the same vibe and start working together as a group whole.” | |
| Noncognitive | Time management | 1 | “We had only two [in class] work days and sometimes that just wasn’t enough time.” | |
| Cognitive | Synthesizing knowledge across an ecology topic | 11 | “Some challenges were creating this cohesive, easy to follow storyline from each clue and lock to another. You have all these ideas on the topic that you’re trying to correlate together. It requires a lot of creativity to present the factual information in a correct manner.” | |
| Cognitive | Meeting project goals | 8 | “The escape room may have given us too broad of an area to delve into for our project. With such a broad category to focus the escape room on, we added random ideas to the escape room and not all of these ideas quite panned out. We had to refine our project in many ways to keep only the relevant information in the project.” | |
| Product | NA | NA | 1 | “If another group’s escape room was overly complicated or had links that didn’t work or articles that couldn’t be accessed, it made us extremely frustrated. This frustration took away from the fun but didn’t ruin the experience.” |
Perceived benefits of engaging in the escape room assignment, including themes, types of tasks, subthemes, number of references, and representative quotes from students; “NA” reflects themes that either did not exist in our data set or were not parsed into types of tasks or subthemes
| Theme | Type of task | Subtheme | No. of references | Representative quote |
|---|---|---|---|---|
| Preparation | NA | NA | NA | NA |
| Process | Noncognitive | Collaborative work | 4 | “Another [benefit] is having been able to share the work, which isn’t always as easy on a term paper, especially since most [term papers] are done individually.” |
| Noncognitive | Agency | 4 | “I enjoyed how we had a lot of freedom in how to depict our topic in a creative way with the help of the entire group’s ideas.” | |
| Cognitive | Deep learning | 21 | “I feel that having done the Escape Room project was a lot more beneficial compared to a term paper or oral presentation. As we worked on the project ourselves we ended up learning a lot about the topic as well … This project involved critical thinking and evaluation. It was definitely a lot better as a study method for an ecological topic.” | |
| Affective | Increased creativity and engagement | 19 | “It is more engaging and requires more creativity than your typical presentation or essay. It is also more fun to participate in other’s rooms than to listen to a presentation.” | |
| Affective | Fun | 9 | “I think the escape room was more fun and explored a different kind of learning for us.” | |
| Affective | Less stressful than other assessments | 4 | “Comparing it to a paper or a presentation, there wasn’t as much pressure. It was a very relaxing project. We were told very specifically what was wanted for each portion of the project.” | |
| Product | NA | NA | 3 | “The biggest advantage to me is not having to present it like a poster or oral presentation.” |