Escape room in education: Evaluating using Experience Pyramid Model

2020 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM)(2020)

引用 1|浏览1
暂无评分
摘要
Escape Rooms in the school environment are excellent educational tools that promote communication, teamwork and peer learning. It is important, though to highlight their contribution in opening up schools to broader community. “La Casa de Papel” Escape room is a STEAM-focused live-action game that was implemented in a Vocational School of Greece. The present paper presents all the questions/statements from an online questionnaire, that was created based on the Experience Pyramid Model, and from an interview of a student who participated in every phase of the project. In advance it offers a quick view of the results that came out and helped the evaluation. It aims to provide educators and researchers with an example of how they might develop and support such evaluation methods when they develop escape room projects, and a database with statements and questions to employ.
更多
查看译文
关键词
escape room,evaluation,education,Experience Pyramid Model,STEAM
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要