Investigating the Role of Digital Escape Rooms in Enhancing Educational Outcomes through Game-Based Learning

This research investigates the integration of a Digital Educational Escape Room in teaching fifth-grade history. The study explores how the Digital Educational Escape Room can enhance student engagement, collaboration, and learning outcomes. The game is designed to improve students’ understanding specifically of Justinian’s reign. It aligns with the Bloom’s taxonomy and involves six interactive puzzles that cater to various learning styles, including visual, auditory, and kinesthetic. The adapted evaluation framework assesses four critical dimensions: learning and training, system, user experience, and affective dimension. Forty-four fifth-grade students participated, engaging in the activities designed to improve their understanding of the history topic of Justinian’s reign. Results indicated significant improvements in students’ historical knowledge, critical thinking, and teamwork. Students reported high satisfaction levels and positive emotional engagement, despite encountering some technical issues. By integrating game-based learning with digital technology, digital escape rooms offer a promising alternative to traditional teaching methods, potentially transforming the educational experience for primary school students.

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Publication Details

Published
2024-09-20
DOI
https://doi.org/10.1109/seeda-cecnsm63478.2024.00043
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Investigating the Role of Digital Escape Rooms in Enhancing Educational Outcomes through Game-Based Learning

Akrivi Krouska, Cleo Sgouropoulou, Phivos Mylonas, Christos Troussas et al.
Educational Games and Gamification
article

Investigating the Role of Digital Escape Rooms in Enhancing Educational Outcomes through Game-Based Learning

Akrivi Krouska, Cleo Sgouropoulou, Phivos Mylonas, Christos Troussas, Christos Papakostas, Panagiota Zachari
article en

Abstract

This research investigates the integration of a Digital Educational Escape Room in teaching fifth-grade history. The study explores how the Digital Educational Escape Room can enhance student engagement, collaboration, and learning outcomes. The game is designed to improve students’ understanding specifically of Justinian’s reign. It aligns with the Bloom’s taxonomy and involves six interactive puzzles that cater to various learning styles, including visual, auditory, and kinesthetic. The adapted evaluation framework assesses four critical dimensions: learning and training, system, user experience, and affective dimension. Forty-four fifth-grade students participated, engaging in the activities designed to improve their understanding of the history topic of Justinian’s reign. Results indicated significant improvements in students’ historical knowledge, critical thinking, and teamwork. Students reported high satisfaction levels and positive emotional engagement, despite encountering some technical issues. By integrating game-based learning with digital technology, digital escape rooms offer a promising alternative to traditional teaching methods, potentially transforming the educational experience for primary school students.

University of West Attica (GR)
Openalex Percentile: Top 76%
Educational Games and Gamification
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Investigating the Role of Digital Escape Rooms in Enhancing Educational Outcomes through Game-Based Learning — Akrivi Krouska, Cleo Sgouropoulou, et al. · (2024) | TGRS Research Map | TGRS