Using an Escape Room to Support the Learning of Science Content
Kerry Bartlett, Janice Anderson, University of North Carolina at Chapel Hill, United States
Society for Information Technology & Teacher Education International Conference, in Las Vegas, NV, United States ISBN 978-1-939797-37-7 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Escape rooms are live action games where a group of players are locked in a room and must gather clues and solve puzzles to escape. The rising popularity of escape rooms as entertainment and the popularity of educational games led teachers to repurpose escape rooms for the classroom. Research into the impact of escape rooms as educational tools is still in its nascent stages, though studies have shown a positive impact on content knowledge and collaboration skills. This study explores a compost-themed escape room activity designed as part of a middle school science curriculum. The escape room was pilot tested with 22 pre-service teachers in an elementary science education course. Pre/Posttest with a mix of multiple choice and short answer questions was used to determine if the activity had an impact on learning. A post-activity survey was used to capture students’ perceptions of the educational value of the escape room.
Bartlett, K. & Anderson, J. (2019). Using an Escape Room to Support the Learning of Science Content. In K. Graziano (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 710-715). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
© 2019 Association for the Advancement of Computing in Education (AACE)
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