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Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles
16 references·3 citing·48 second hop
Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles (2022)Room2Educ8: A Framework for Creating Educ…Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Digital Escape Rooms as Innov…The great escape? The rise of the escape room in medical education (2020)The great escape? The rise of…Escape education: A systematic review on escape rooms in education (2020)Escape education: A systemati…A review on use of escape rooms in education – touching the void (2020)A review on use of escape roo…Escape Rooms for Learning: A Systematic Review (2019)Escape Rooms for Learning: A …Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Gamification in Action: Theor…Can You Escape? Creating an Escape Room to Facilitate Active Learning (2018)Can You Escape? Creating an E…EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)EscapED: A Framework for Crea…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)A comparative analysis of int…Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments (2011)Integrating Learning, Problem…Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…Focus Groups (2007)Focus GroupsWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Situated Learning (1991)Situated LearningGamifying Learning with AI: A Pathway to 21st-Century Skills (2024)Gamifying Learning with AI: A…Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education (2023)Out-of-the-Box Learning: Digi…Designing Educational Escape Rooms with Generative AI: A Framework and ChatGPT Prompt Engineering Guide (2023)Designing Educational Escape …Flow: the psychology of optimal experience (1990)Digital Natives, Digital Immigrants Part 1 (2001)From game design elements to gamefulness (2011)Personality-targeted Gamification (2016)Need-supporting gamification in education: An assessment of motivational effects over time (2018)“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Handbook of Game-Based Learning. (2020)Gamification Applications in E-learning: A Literature Review (2021)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)How we think. (1910)The New Meaning of Educational Change (2001)The New Meaning of Educational Change (2010)A meta-analysis of the impact of technology on learning effectiveness of elementary students (2016)Understanding the relationship between teachers’ pedagogical beliefs and technology use in education: a systematic review of qualitative evidence (2016)Creativity, Critical Thinking, Communication, and Collaboration: Assessment, Certification, and Promotion of 21st Century Skills for the Future of Work and Education (2023)Motivating the Academically Unmotivated: A Critical Issue for the 21st Century (2000)Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning (2011)PISA 2015 Assessment and Analytical Framework (2017)Learner Engagement in Blended Learning Environments: A Conceptual Framework (2019)Digital Game-Based Learning (2020)Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002 (2009)Analysis in qualitative research (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Gamification in Education (2023)Grounded Theory and Sensitizing Concepts (2006)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Escaping the cell: virtual reality escape rooms in biology education (2022)Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education (2022)Educational escape rooms for healthcare students: A systematic review (2023)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)What about N? A methodological study of sample-size reporting in focus group studies (2011)Positionality: Reflecting on the Research Process (2014)Using focus groups in medical education research: AMEE Guide No. 91 (2014)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
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References

  • 1991Situated Learning33,773 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2012A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies1,556 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2007Focus Groups1,100 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning479 cited
  • 2020Escape education: A systematic review on escape rooms in education475 cited
  • 2011Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments346 cited
  • 2013Engaging Engineering Students with Gamification314 cited
  • 2021Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review300 cited
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 2018Gamification in Action: Theoretical and Practical Considerations for Medical Educators254 cited
  • 2018Can You Escape? Creating an Escape Room to Facilitate Active Learning243 cited
  • 2019Escape Rooms for Learning: A Systematic Review210 cited
  • 2020

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A review on use of escape rooms in education – touching the void
184 cited
  • 2020The great escape? The rise of the escape room in medical education164 cited
  • Cited by

    • 2023Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education58 cited
    • 2024Gamifying Learning with AI: A Pathway to 21st-Century Skills44 cited
    • 2023Designing Educational Escape Rooms with Generative AI: A Framework and ChatGPT Prompt Engineering Guide30 cited