Embedding Psychology Themes in University Induction Using a Digital Escape Game

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 on and reveal digits for a padlocked bag. However, clicking the wrong objects would cause loud music that would “disrupt the staff office”. The four puzzles symbolised learning outcomes that students will develop throughout their course, such as seeking and evaluating evidence, using maths, and referencing. The puzzles also used staff profiles to promote discussion about psychology research, prompt the development of supportive networks and relationships with staff. A realistic calendar puzzle highlighted the social and academic opportunities that students should engage in as part of the psychology community, which they could also identify as by wearing the pin badge they unlocked on completion of the game. Psychology staff facilitated reflection on icebreaker activities, including themes of teamwork and leadership roles, asking for help, and learning and adapting from mistakes. A thematic analysis of three focus groups later highlighted that students resist looking at assignment feedback and are concerned about wasting staff time in office hours. This led to recruitment of senior students to facilitate the escape room, and changes in our reflective practice tutoring to address issues raised during the game. Overall, students reported a sense of fun and competition from the activities and felt better prepared for learning after the introduction to psychology skills during induction.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2681
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Embedding Psychology Themes in University Induction Using a Digital Escape Game

Jenny Josephs
European Conference on Games Based Learning
Educational Games and Gamification
article

Embedding Psychology Themes in University Induction Using a Digital Escape Game

Jenny Josephs
article en

Abstract

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 on and reveal digits for a padlocked bag. However, clicking the wrong objects would cause loud music that would “disrupt the staff office”. The four puzzles symbolised learning outcomes that students will develop throughout their course, such as seeking and evaluating evidence, using maths, and referencing. The puzzles also used staff profiles to promote discussion about psychology research, prompt the development of supportive networks and relationships with staff. A realistic calendar puzzle highlighted the social and academic opportunities that students should engage in as part of the psychology community, which they could also identify as by wearing the pin badge they unlocked on completion of the game. Psychology staff facilitated reflection on icebreaker activities, including themes of teamwork and leadership roles, asking for help, and learning and adapting from mistakes. A thematic analysis of three focus groups later highlighted that students resist looking at assignment feedback and are concerned about wasting staff time in office hours. This led to recruitment of senior students to facilitate the escape room, and changes in our reflective practice tutoring to address issues raised during the game. Overall, students reported a sense of fun and competition from the activities and felt better prepared for learning after the introduction to psychology skills during induction.

European Conference on Games Based LearningVol. 18(1)
Southampton Solent University (GB)
Quality Education
Openalex Percentile: Top 62%
Educational Games and Gamification
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