Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is Escape Room

Handbook of Research on Bilingual and Intercultural Education
Games based on live action teams where players discover clues, solve puzzles and perform tasks in one or more rooms in order to escape from them in a limited amount of time.
Published in Chapter:
Learning of English as a Foreign Language and Gifted and Talented Students: The Role of ICT in Educational Innovation
Mª del Carmen Trillo-Luque (“Sagrado Corazón” Teacher Training School, University of Córdoba, Spain), María Josefa Vilches-Vilela (“Sagrado Corazón” Teacher Training School, University of Córdoba, Spain), Belén Quintero-Ordoñez (Education Faculty, University of Córdoba, Spain), Fernando Fuentes-Gómez (CEIP Salvador Vinuesa, Spain), and María Sánchez Dauder (Faculty of Philology, University of Barcelona, Spain)
Copyright: © 2020 |Pages: 30
DOI: 10.4018/978-1-7998-2588-3.ch011
Abstract
The current outlook regarding the provision of educational services for students with high intellectual abilities has changed significantly in Spain. This has led to a greater visibility of these students in the educational environment and a greater awareness on the part of teachers of their existence. According to the literature, it is evident that this group of students needs curricular proposals that are coherent with their pace of learning. In this regard, a proposal is presented based on the results obtained in an ad hoc questionnaire on the perception that parents (N=45) have of the English as a second language (ESL) education received by their children. Initial indications reveal the need to promote the implementation of less traditional methodologies in the classroom that are more appropriate to the characteristics of high ability students. The use of Lesson Plan by SymbalooEDU, gamification, and m-learning with Escape Room are proposed as a teaching alternative.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
An Interactive Escape Room That Increases the Digital Skills of the Physical Activity and Sport Science Students
Playful experience that occurs within a physical space where metacognitive tests must be solved to leave the room in a limited time. Some authors speak of BreakOut and digital Escape Room interchangeably in its digital version, something that does not occur in its analogue version. In the virtual world, it can be similar to graphic adventure video games, provided that the plot arises in a room and there is a certain time to get out of it. However, new educational trends resemble the resolution of digital puzzles that allow the opening of digital locks through passwords in a limited time.
Full Text Chapter Download: US $37.50 Add to Cart
Augmented Reality Gamifies the Library: A Ride Through the Technological Frontier
Virtual or physical space that acts as a series of puzzles, where the user must solve a number of riddles in order to be released from the space.
Full Text Chapter Download: US $37.50 Add to Cart
Gamification in the Art World: An Escape Room to Immerse Yourself in the History and Local Artists of the City
Immersive game experience where participants must solve tests, riddles and puzzles to achieve a goal, usually to get out of a set of rooms or rooms set. One of the main objectives is to encourage teamwork and problem solving.
Full Text Chapter Download: US $37.50 Add to Cart
Adopting a Role-Model, Game-Based Pedagogical Approach to Gender Equality in STEAM: The FemSTEAM Mysteries Digital Game
A game type which involves solving a challenge that is embedded in a narrative and includes many puzzles.
Full Text Chapter Download: US $37.50 Add to Cart
Using Escape Rooms to Improve Pre-Service Teachers' Communicative Skills in English as a Foreign Language
A game in which a group of players discover clues, solve puzzles, and accomplish tasks to escape from the room they are locked in.
Full Text Chapter Download: US $37.50 Add to Cart
Invigorating Virtual Classrooms in Degree and Post-Degree Studies of Economics With Escape Rooms
An individual or team game based on solving a series of tests and finding objects with a previously set goal: escape from a room before the end of a specific time or obtain a key code to save or get out of a situation and win a reward, among other possibilities.
Full Text Chapter Download: US $37.50 Add to Cart
Escape Rooms in English for Specific Academic Purposes: A Learning Design for Transnational STEM Education
A socially constructed virtual or physical space in which puzzles must be solved to leave.
Full Text Chapter Download: US $37.50 Add to Cart
Lost in the Island: A Gamified Experience for Professional Educator Training
A room in which people are locked playing a game which requires them to solve a series of puzzles with a time limit in order to find the key to unlock the room.
Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
Cracking the Code: Creating an Immersive Learning Environment Through a Digital Escape Room Adventure
A room where players are locked in order to participate in a game that calls for them to solve a series of riddles in order to complete a task, usually locating the key to unlock the room.
Full Text Chapter Download: US $37.50 Add to Cart
Unlocking the Potential of Educational Escape Rooms in Higher Education: Theoretical Frameworks and Pathways Ahead
Live-action team-based game where players discover clues, solve puzzles, and accomplish tasks in one or more rooms to accomplish a specific goal (usually escaping from the room) in a limited time.
Full Text Chapter Download: US $37.50 Add to Cart
Escape Room as a Tool for the Study of Special Needs in University Education
It is a game in which the participants are locked in a room, and in order to get out of it, they have to overcome some challenges that are presented to them to solve different missions that are related to the theme of the escape room. Once all the missions have been accomplished in the available time, the participants win the game, and they can leave the room.
Full Text Chapter Download: US $37.50 Add to Cart
Virtual eXperience as a Mass Market Phenomenon: Spatial Computing and the World Building Challenge
An adventure-type game typically played with others in a physical location and including missions and puzzles to be solved.
Full Text Chapter Download: US $37.50 Add to Cart
Full Text Chapter Download: US $37.50 Add to Cart
Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
A physical or virtual adventure game where participants solve a series of puzzles and challenges within a set timeframe to “escape” from a confined space.
Full Text Chapter Download: US $37.50 Add to Cart
The Educational Value of the Escape Room in Virtual Environments
Is a logic game in which the competitors, once locked up in a themed room, have to look for a way out using every element of the structure and solving codes, riddles, puzzles and riddles.
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR