Digital Escape Room Designs in Education

Digital Escape Room Designs in Education

Robertas Damaševičius (Vytautas Magnus University, Lithuania) and Tatjana Sidekerskienė (Kaunas University of Technology, Lithuania)
Release Date: February, 2025|Copyright: © 2025 |Pages: 546
DOI: 10.4018/979-8-3693-4219-0
ISBN13: 9798369342190|ISBN13 Softcover: 9798369351147|EISBN13: 9798369342206
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Description & Coverage
Description:

Digital escape room designs in education have become an innovative and engaging way to promote critical thinking, teamwork, and problem-solving skills among students. By combining the emotional interest in escape rooms with educational content, these virtual puzzles provide a hands-on learning experience that encourages collaboration and application of knowledge in creative ways. Whether used to reinforce classroom lessons or to introduce new concepts, digital escape rooms offer a fun, immersive environment where students can actively participate in their learning journey. This interactive approach enhances student engagement while fostering a sense of accomplishment as learners work together to solve challenges and unlock new knowledge.

Digital Escape Room Designs in Education explores the transition of escape rooms from physical to virtual environments, highlighting the influence of technological advancements in this transformation. It analyzes game design principles, the integration of technologies like augmented reality (AR), virtual reality (VR), and artificial intelligence (AI), and the application of these games in educational contexts, as well as business aspects like market trends, challenges, and opportunities. This book covers topics such as escape rooms, design technology, and instructional design, and is a useful resource for educators, academicians, computer engineers, scientists, and researchers.

Coverage:

The many academic areas covered in this publication include, but are not limited to:

  • Curriculum Development
  • Design Technology
  • Digital Technology
  • Education Integration
  • Education Technology
  • Education Theory
  • Escape Rooms
  • Gamification
  • Instructional Design
  • Pedagogy
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Editor/Author Biographies
Tatjana Sidekerskienė obtained a Bachelor of Science degree in Mathematics from the Faculty of Fundamental Sciences at Kaunas University of Technology (KTU) in Kaunas, Lithuania, in 2003. She went on to complete her Master of Science studies in 2006. She is presently employed as a Lecturer at the Department of Applied Mathematics at KTU, where she teaches mathematics courses. Her primary research interest was in the field of time series analysis. Currently, her research is focused on STEAM education. Tatjana Sidekerskienė has achieved notable success, having won the internal competition twice for her contributions to enhancing the quality of education and promoting innovative teaching practices at the Kaunas University of Technology. She is an author of 20 research articles. Her recent research interests are related to smart education and educational games.
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