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What is Puzzles

Handbook of Research on Innovative Digital Practices to Engage Learners
In this chapter, the term puzzle is used interchangeably with challenge and refers to any activity in which students must use clues, knowledge, research, course content, etc. to come up with a solution that will solve a lock in a Breakout EDU activity.
Published in Chapter:
Breakout of a Traditional Classroom Reality With Game-Based Learning Pedagogy
Kerri Brown Parker (North Carolina State University, USA) and Peter A. Hessling (North Carolina State University, USA)
DOI: 10.4018/978-1-5225-9438-3.ch003
Abstract
Play in learning can enhance student engagement with course content. One way to integrate play into learning environments is through game-based activities. As College of Education instructors, the authors want to engage learners and also model resources that their students can use when they become professionals teaching their own students. Breakout EDU is a game-based educational translation of the popular immersive entertainment experience of escape rooms. In this chapter, the authors will explore how Breakout EDU can be used in online and face-to-face higher education courses to engage students in learning and model a resource that pre-service teachers can use in their future teaching.
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