The use of Educational Escape Rooms in the Lifelong Training of Mathematics Teachers

Educational escape rooms represent an innovative and engaging educational approach, with a high potential for the development of problem-solving and collaboration skills. That is why it is important to familiarize teachers with them and support them for their use in the teaching practice. Our paper presents a case study investigating the utilization of two versions of digital educational escape rooms (DEERs) within the lifelong training of mathematics teachers. Thirty-two mathematics educators of pupils aged 10 to 19 participated in the research. DEERs were developed in two digital platforms: Room Escape Maker and Google Forms, offering an interactive adventure game and a story-based text game, respectively. The study aimed to explore teachers' perceptions of these DEER versions and their potential applications in teaching. Data collection employed observation and a questionnaire survey, followed by qualitative evaluation through thematic analysis. The research's limitations include the sample size and the specifications of the utilized DEERs.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2653
Citations
1
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.57
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article

The use of Educational Escape Rooms in the Lifelong Training of Mathematics Teachers

Peter Vankúš, Mária Čujdíková
1 citations
European Conference on Games Based Learning
Education and Learning Interventions
0.57
article

The use of Educational Escape Rooms in the Lifelong Training of Mathematics Teachers

Peter Vankúš, Mária Čujdíková
article en
1 citations

Abstract

Educational escape rooms represent an innovative and engaging educational approach, with a high potential for the development of problem-solving and collaboration skills. That is why it is important to familiarize teachers with them and support them for their use in the teaching practice. Our paper presents a case study investigating the utilization of two versions of digital educational escape rooms (DEERs) within the lifelong training of mathematics teachers. Thirty-two mathematics educators of pupils aged 10 to 19 participated in the research. DEERs were developed in two digital platforms: Room Escape Maker and Google Forms, offering an interactive adventure game and a story-based text game, respectively. The study aimed to explore teachers' perceptions of these DEER versions and their potential applications in teaching. Data collection employed observation and a questionnaire survey, followed by qualitative evaluation through thematic analysis. The research's limitations include the sample size and the specifications of the utilized DEERs.

European Conference on Games Based LearningVol. 18(1)
Comenius University Bratislava (SK)
Quality Education
Openalex Percentile: Top 27%
Education and Learning Interventions
0.57
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