Proceedings of the International Teaching and Education Conference
Year: 2024
DOI:
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Evaluation of a Digital Escape Room for Higher Education
Heidi Schuhbauer*, and Patricia Brockmann
ABSTRACT:
Knowledge Management is one subject in the bachelor’s degree in information systems at the Nuremberg Institute of Technology. For this subject, a digital escape room was implemented on the e-learning platform Moodle. Research questions in this project were: Is Moodle a recommendable platform to implement a digital escape room? Are digital escape rooms a reasonable concept to teach knowledge? Are students motivated to gain knowledge with an escape room? In the first run, the evaluation results showed that the learning process was improved for those people who like quizzes. However, not all topics can be mapped in online quizzes. The system Moodle has only limited development possibilities for online games. However, the first version of the escape room took two to three hours to complete. The students felt this was too long. Therefore, the escape room underwent a relaunch. It was revised so that it could be completed in 90 minutes. The usability was checked with test subjects using the think-aloud method, before the second version was tested with a group of students. 70% of the participants found the escape room useful for acquiring knowledge. Some students had a lot of fun solving puzzles, while others would have preferred to use the time for more focused exam preparations. The objective of the project is to conduct a comprehensive evaluation of digital escape rooms as innovative educational tools and to ascertain their potential for transforming traditional learning environments.
keywords: gamification, learn management system, moodle, motivation, online games