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This article concerns applying engactive (engaged & active) teaching approaches such as gamification, game based learning, and experiential education to teaching innovation, critical thinking, and creative problem solving in addition to content in a unique and memorable way. The escape room industry has seen tremendous growth and the rooms are being used for team building exercises and to actively teach creative and group problem solving. Two issues with using escape rooms are the logistical and time aspects. This article describes ways a table top escape room teaching tool overcomes these issues to create an engactive learning environment.
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Stored only when both papers are in the corpus — 25 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.