Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses

2020 ◽  
Vol 51 (2) ◽  
pp. 167-179 ◽  
Author(s):  
Heidi Eukel ◽  
Jeanne Frenzel ◽  
Kyle Frazier ◽  
Micah Miller

Background. Educational escape rooms are positively received by students, increase knowledge, and serve as a platform for the active application of teamwork and team-based communication. Aim. This article focuses on detailing an educational escape room that is adaptable and transferable for use with any course or discipline. Methods. Puzzles are created around the educational objectives of the course or unit. Puzzles include ciphers, jumbles, coded messages, combination locks, rebuses, and data hunts. Students work in teams to solve content-specific puzzles to escape a room. Teams which solve all of the puzzles in the allotted time are considered to have successfully escaped the room. Gameplay can range from 60 to 75 minutes. Facultyled debriefing is an important part of the educational innovation. Results and Conclusion. This escape room uses collaborative learning to increase student knowledge and skills in educational content. The learning experience is enhanced through dynamic student engagement with the focused topic. This topic can easily be changed to a different course topic and the corresponding gameplay puzzles adapted and transferred for use with a variety of disciplines. This manuscript details the transferability of the educational escape room to 3 campuses and provides insight for successful implementation.

2021 ◽  
Vol 5 (3) ◽  
pp. 8
Author(s):  
Varvara Garneli ◽  
Konstantinos Patiniotis ◽  
Konstantinos Chorianopoulos

Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entertaining character of a SG. We evaluated the suggested methodology with two groups of professionals who were assigned with the task to design a MSG, integrating the same educational content according to the suggested methodology. The designs were qualitatively examined, confirming the potential of the Multiplayer Serious Game Methodology (MSGM) to facilitate the science content integration. We expect that the MSGM could assist groups of professionals, such as teachers and developers to create coherent MSG designs.


2018 ◽  
Vol 27 (3) ◽  
pp. 153-159 ◽  
Author(s):  
Holly M. Menzies ◽  
Kathleen Lynne Lane ◽  
Wendy Peia Oakes ◽  
Karen Ruth ◽  
Emily D. Cantwell ◽  
...  

Active supervision is a practical strategy for increasing student engagement and decreasing student disruptive behavior. In this article, we describe a step-by-step process for using active supervision, with teaching tips to assist with successful implementation. Throughout the article we offer lessons from the field featuring the perspectives of practitioners who have used active supervision in classrooms that include students with challenging behavior.


Author(s):  
Gibran Garcia ◽  
Insung Jung

Previous studies have revealed that when video gamers, or users of three-dimensional (3D) virtual worlds, display intense concentration coupled with an emotional engagement in their undertaking, they are affected by multisensory stimuli. This can lead to developing a feeling of detachment from the physical world, which, in turn, can lead to high levels of participation and engagement. Notwithstanding these results, it remains unclear as to whether students can experience the same kind of immersion in two-dimensional (2D) platform-based online collaborative learning spaces as has been achieved in video games and 3D worlds and, if they actually can, which features would lead to similar levels of increased engagement. This study is one of the first attempts to investigate the immersion experiences of students engaged in two 2D online collaborative learning platforms, one text-based and the other video-based. Data from eight students revealed that key features of immersion observed in video games and 3D worlds also appeared during the online collaborative activities but that the way such immersion was perceived by the students was greatly affected by the characteristics of the individual platform. When emotional engagement was considered, empathy was found to play an important role in the participants’ immersion experiences. Implications for practice or policy: Text-based platforms could be effective in motivating students to focus more on the postings, while video-based platforms may be more effective in generating empathy with others through observation of body language. When selecting a communication platform for online collaboration, sensory stimuli of the platform should be carefully examined. Empathy could be developed prior to an online collaborative activity so that students reflect on their thoughts and consider others’ feelings for a more immersive learning experience.


2021 ◽  
Vol 9 (2) ◽  
pp. 7-23
Author(s):  
Maha Al-Freih

The aim of this phenomenological study is to provide a deeper understanding of the impact of remote teaching on instructors’ perceptions of online learning and future teaching practices amid the COVID-19 pandemic. Interpretative phenomenological analysis was used to analyze open-ended semi-structured interviews conducted with five higher education faculty in Saudi Arabia. Three major themes were identified: enhancing student engagement; increased awareness of technology affordances and constraints; and moving from emergency remote teaching to technology-enhanced and blended learning. Participants of this study were mainly concerned about finding ways to support active student engagement in this new learning environment, which in turn increased their awareness of the educational affordances and constraints of online learning and technologies. Participants’ deeper understanding of the potential of online technologies in supporting student learning, as well as their own and students’ increased familiarity and comfort with online learning and technologies, served as the main drivers for potential future implementation of blended learning and technology-enhanced teaching practices. With that said, participants were still apprehensive about engaging in fully online teaching, arguing that blended strategies and enhanced-technology integration are more likely to overcome some of the limitations of face-to-face teaching and improve the overall learning experience for their students. Discussion of these findings in relation to the extant literature and their implications for higher education institutions moving forward are provided.


2021 ◽  
Vol 11 (9) ◽  
pp. 462
Author(s):  
Salah Alhammadi

This paper explores the student learning experience using technology as an e-learning tool during the COVID-19 pandemic. This article utilized qualitative methods to examine the quality of student learning using deep and surface approaches to understand what influences student engagement with technology. Interviews were conducted with 21 students from various academic majors using deductive content analysis to evaluate their responses. The findings show that technology increased student engagement with class discussion, and students became more informed about lecture material. It is noteworthy that there were some variations in the students’ interpretation of the learning experience with technology, indicating a gap in the quality of learning. Notably, there was an improvement in grades compared to the last online session and the face-to-face learning experience prior to the COVID-19 pandemic, and there were fewer missing quizzes and late assignments. These outcomes may be used to enhance teaching strategies and problem solving within teaching and learning to develop a new mode of delivery. In addition, these findings are important for the future of education in a post-pandemic world.


2019 ◽  
Vol 18 (05) ◽  
pp. A04 ◽  
Author(s):  
Kaitlyn Martin ◽  
Lloyd Davis ◽  
Susan Sandretto

Student engagement is an important predictor of choosing science-related careers and establishing a scientifically literate society: and, worryingly, it is on the decline internationally. Conceptions of science are strongly affected by school experience, so one strategy is to bring successful science communication strategies to the classroom. Through a project creating short science films on mobile devices, students' engagement greatly increased through collaborative learning and the storytelling process. Teachers were also able to achieve cross-curricular goals between science, technology, and literacy. We argue that empowering adolescents as storytellers, rather than storylisteners, is an effective method to increase engagement with science.


2013 ◽  
Vol 14 (2) ◽  
pp. 73-80
Author(s):  
Wahyudin Wahyudin

The development of the character education still becomes the controversy among the educators, either from the theoretical or philosophical points of view. Actually, the core of the character education is not only viewed from philosophical difference, pedagogical ideology, or politics, but focused on the child development. Curriculum 2013 seeks to provide a problem-solving on the cultural matters and the national characters by integrating the characters / values /attitudes into the lessons, self-development, and the culture of the school. It is expected that a new generation of nation is developed in attitudes, knowledge, and skills. It has been clear that teachers thought, beliefs, and choices will influence their teaching practice. Therefore, it is necessary to build the views, beliefs, and positive selection within the teachers mind for the successful implementation of Curriculum 2013.   Perkembangan pendidikan karakter sampai sejauh ini masih penuh dengan kontroversi yang terutama berakar dalam berbagai perbedaan teoretis dan filosofis, meski sebenarnya inti dari pendidikan karakter tidak pada perbedaan filosofis, ideologi pedagogis, politik, dan sebagainya, melainkan tentang perkembangan anak. Kurikulum 2013 berupaya memberikan pemecahan persoalan budaya dan karakter bangsa dengan cara mengintegrasikan karakter/nilai/sikap ke dalam mata pelajaran, pengembangan diri, dan budaya sekolah, dengan harapan terbentuknya generasi baru bangsa yang utuh dalam sikap, pengetahuan, dan keterampilan. Dengan menyadari bahwa pandangan, keyakinan, dan pilihan para guru akan berpengaruh pada praktek pembelajaran, maka perlu dibangun pandangan, keyakinan, dan pilihan yang positif dalam diri para guru demi keberhasilan implementasi Kurikulum 2013.


2013 ◽  
Vol 759 ◽  
pp. 73-82
Author(s):  
J.V. Abellán-Nebot ◽  
G.M. Bruscas ◽  
J. Serrano ◽  
F. Romero

Wikipedia, the Free Encyclopedia, is one of the most visited websites on the Internet and it is a tool which students often use in their assignments, although they do not usually understand the basics underlying it. To overcome this limitation and promote the active learning approach in our courses, last year an educational innovation project was carried out that was aimed mainly at improving students skills in technical writing as well as their ability to review the technical contents of the Wikipedias. Additionally, it sought to explore new opportunities that these tools can offer both teachers and students. This paper describes the experiment carried out in a second-year undergraduate engineering course, the results of which show that introducing activities such as edition and revision within Wikipedia is an interesting way to enhance transversal competencies as well as others related to the main contents of the course.


Author(s):  
Ena Bhattacharyya ◽  
Nurin Uzma Eizzaty Noor Eizamly

Technological advancement, particularly in terms of scientific knowledge within the various fields of subject, is an important feature of the twenty-first century. In line with such technological advancement, teaching learning strategies and methods used for teaching students are not discounted (Alsalhi, 2020). The creativity of educators is even more pronounced during the pandemic (Barber, 2020) where all educators have to resort to online teaching. In such online platforms, student engagement poses a challenge for educators to gain student attention and engagement. Educators need to resort various approaches to gain student engagement. The inquiry-based-learning approach using the “K-W-L” strategy or “Know-What-Learnt” chart organizer encourages all students to take ownership and experience learning beyond the classroom context. The Business Communication students used the “K-W-L” as part of the inquiry-based learning experience to question, research, analyze, sort, and present their answers according to what they know, learn and learnt about a topic. Findings suggest student’s receptivity to the using the organizer as a learning tool. Learning occurs both outside and within the classroom whether online or offline. Learning becomes student-centered, discussing discoveries and experiences, and reflecting on new-found knowledge. Learning is not mere regurgitation of contents but is actively acquired through independent questioning.


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