16 February 2021, 4 views
Challenges and innovation I - e-Collaboration
February 9, 2021
Luca Botturi, Masiar Babazadeh, SUPSI
Escape rooms (ERs) are a relatively new, but extremely popular entertainment form in which small groups of players work together over a set time (usually an hour) to solve puzzles and escape a real locked room. There is increasing interest in their educational use in higher education, as they provide an authentic, motivating and activating context for problem-solving, support group collaboration and let participants learn through exploration and experimentation. With the School Break project we developed a set of Educational ERs (EERs) that can be downloaded and played in class (www.school-break.eu; EERs are available n EN, DE, FR and IT), but EERs can also be transposed online and enhanced through digital technologies, providing a format of game-based distance learning.
In this session we will explore the design and use of EERs and discuss a few examples, identifying the difference between an engaging EER and a sequence of quizzes (which is what online ER look like sometimes...). Through examples and demos, we will then focus on how technologies can make EERs a suitable format for distance learning, focusing on the use of multimedia and of digital collaboration in distance EER and also on the use of and augmented reality (AR).
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