Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods

Utilizing the potential in game mechanisms for learning purposes is not new. This version of gaming for learning is about developing a Digital Escape Room (DER) revolving around a specific subject: qualitative research methods. Qualitative research methods have proved to be a difficult topic for many UG and PG students. It is thus important to develop tasks that will enable these students to obtain a deep learning experience. The significance of this project lies in that both qualitative and quantitative research methods seem to be difficult to learn for students. It seems to be a curriculum that the students need to invest more time learning than they expect and are willing to spend. Hence, seeking to utilize the potential that lies in immersive gaming. One of the aims of this project is to investigate if and how the DER approach will suit the step-by-step approach that is often used in qualitative research methods courses. Will this approach of solving puzzle-by-puzzle, and then combining answers in order to unlock the next level enable an emergence of more understandings of what the qualitative research is about? In this theoretical paper (work-in-progress), we will look at the DER literature and describe how the different components of the DER will contribute to pedagogical support regarding learning outcomes. In this next phase of this project, we are planning to develop our DER based on the current literature and previous evaluations of DERs, we will also conduct more semi-structure interviews, and further investigation is underway.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-16
DOI
https://doi.org/10.34190/ecgbl.18.1.3066
Primary Topic
Online and Blended Learning
Type
article
Field-Weighted Citation Impact
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article

Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods

Souad Slyman
European Conference on Games Based Learning
Online and Blended Learning
article

Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods

Souad Slyman
article en

Abstract

Utilizing the potential in game mechanisms for learning purposes is not new. This version of gaming for learning is about developing a Digital Escape Room (DER) revolving around a specific subject: qualitative research methods. Qualitative research methods have proved to be a difficult topic for many UG and PG students. It is thus important to develop tasks that will enable these students to obtain a deep learning experience. The significance of this project lies in that both qualitative and quantitative research methods seem to be difficult to learn for students. It seems to be a curriculum that the students need to invest more time learning than they expect and are willing to spend. Hence, seeking to utilize the potential that lies in immersive gaming. One of the aims of this project is to investigate if and how the DER approach will suit the step-by-step approach that is often used in qualitative research methods courses. Will this approach of solving puzzle-by-puzzle, and then combining answers in order to unlock the next level enable an emergence of more understandings of what the qualitative research is about? In this theoretical paper (work-in-progress), we will look at the DER literature and describe how the different components of the DER will contribute to pedagogical support regarding learning outcomes. In this next phase of this project, we are planning to develop our DER based on the current literature and previous evaluations of DERs, we will also conduct more semi-structure interviews, and further investigation is underway.

European Conference on Games Based LearningVol. 18(1)
University of Roehampton (GB)
Openalex Percentile: Top 53%
Online and Blended Learning
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