A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers

A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers

Oriol Borrás-Gené, Raquel Hijón-Neira, Pedro Paredes-Barragán, Lucía Serrano-Luján
Copyright: © 2024 |Pages: 17
DOI: 10.4018/IJGBL.343525
Article PDF Download
Open access articles are freely available for download

Abstract

Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in “Computer Science and Digital Competency” course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students belonging to a European university participated in the experience as case study. The educational escape room was conducted following a hybrid model, mixing a physical organization of props with a virtual organization of the narrative, tests and achievements. The experiment was designed to answer two hypotheses, first if applying escape room as an educational strategy fosters pre-primary and primary students' motivation, since this method address complex concepts in a practical way, and second, if the application of this strategy as teaching strategy makes students perceive the learning process as a game.
Article Preview
Top

1. Introduction

This paper explores the use of Educational Escape Room (EER) as a tool for motivating, training, and evaluating digital competencies in pre-service teachers. A pre-service teacher is a student enrolled in a teacher preparation program. They must complete degree requirements, including coursework and field experience, to earn a teaching license.

In Spain, there are four educational levels for children. Two of these, primary and secondary school, are mandatory. The other two, elementary or pre-primary and baccalaureate, are optional.

Digital skills are crucial for future teachers for two reasons. First, these competencies enable teachers to create and share their teaching materials. Second, it is necessary for their students to acquire these essential digital skills.

The course “Computer Science and Digital Competency” trains future teachers in these digital skills. Despite being a mandatory subject, students often fear this course, finding it hard to see its relevance in teaching practice. A study by Hijón-Neira et al. (2017) reveals a significant lack of programming and computing skills among primary in-service teachers in the Madrid Community. Therefore, it is important to motivate future teachers to embrace these skills, as they are typically hesitant to do so.

This research suggests using the EER game to assist pre-service teachers in developing digital competence. The significance of games is evident throughout the history of civilizations and even in the animal kingdom, serving functions such as “social play” and “learning roles”, among others (Clarke et al., 2016). Over centuries, various gaming techniques have been developed in the field of teaching. These techniques aim not only to make learning enjoyable for students, but also to foster thinking and teamwork skills through diverse, student-centred pedagogical strategies (Bilbao-Quintana et al., 2021).

Escape Room has gained popularity in education. It is a live-action game, grounded in a narrative that forms the basis of the game. In this game, a group of individuals aims to escape from a room by solving a series of challenges or puzzles tied to the narrative. Sometimes, they are aided by clues, all within a set time limit (Wiemker et al., 2015; Wilkinson & Little, 2021) .

This study uses an Educational Escape Room (EER) to enhance pre-service teachers’ motivation to learn programming and improve their understanding through practice. The EER, designed as a hybrid tool, combines virtual tools with real space, objects, and physical tests/puzzles. It serves as a narrative guide and tracks students’ progress in a virtual space.

The present study states two main hypotheses:

  • H1. EER, as an educational strategy, boosts the motivation of pre-primary and primary students by addressing complex concepts.

  • H2. Implementing EER as a teaching strategy allows students to perceive learning as a game, fostering feelings of accomplishment, challenge, guidance, competition, immersion, playfulness, and social experience.

The research questions are:

  • RQ1: Do students using the educational escape room outperform their counterparts in a typical practical classroom?

  • RQ2: Do students using the educational escape room perform better with different technologies than their counterparts in the control group?

  • RQ3: If students perform better in a certain group, which tools within that group show the greatest differences?

  • RQ4: Do students using the educational escape room have a more positive attitude towards the course than their counterparts in a typical practical classroom?

The article will present the EER experience and main results. After a detailed literature review on the application of ER in education, the “Materials and Methods” section will outline the EER configuration and the conducted research, explaining the selected indicators used to measure the results. The subsequent sections will present and analyse the results.

Complete Article List

Search this Journal:
Reset
Volume 14: 1 Issue (2024)
Volume 13: 1 Issue (2023)
Volume 12: 4 Issues (2022): 1 Released, 3 Forthcoming
Volume 11: 4 Issues (2021)
Volume 10: 4 Issues (2020)
Volume 9: 4 Issues (2019)
Volume 8: 4 Issues (2018)
Volume 7: 4 Issues (2017)
Volume 6: 4 Issues (2016)
Volume 5: 4 Issues (2015)
Volume 4: 4 Issues (2014)
Volume 3: 4 Issues (2013)
Volume 2: 4 Issues (2012)
Volume 1: 4 Issues (2011)
View Complete Journal Contents Listing