Digital Educational Escape Rooms for Social Entrepreneurship: Identifying Design Choices for Educational Impact

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Digital educational escape rooms (DEERs) can provide an engaging gamified learning experience for students that is easy to use and sustainable for teachers. Though well-established in the STEM fields, where escape rooms often call for students to apply procedural skills, escape rooms are also used across a range of subjects to impact durable skills and attitudes such as communication, collaboration, and critical thinking. This paper seeks to extend the application of DEERs into social entrepreneurship (SE) education by exploring the DEER design elements relevant to the SE field. This paper will focus on developing durable skills and attitudes associated with social entrepreneurship, an area of entrepreneurship that seeks to create businesses with positive social impact. To identify the relevant design elements in DEERs, we conducted a systematic literature review. The research question was "Which design elements of digital educational escape rooms are necessary to teach social entrepreneurship skills and competencies?” This current paper builds on this type of framework by highlighting the relationship between the components of a DEER and learning objectives, specifically those relevant to a social entrepreneur’s educational context. For example, almost all papers reported successful collaboration in online groups. The authors also found that specific puzzle types were less important than the gamified context on impact on learning and skill development. Thus, the authors contribute to our understanding of how DEERs can relate to SE specific learning objectives, skills, and attitudes.
Original languageEnglish
Title of host publicationProceedings of the 17th European Conference on Games Based Learning, ECGBL 2023
EditorsTon Spil, Guido Bruinsma, Luuk Collou
Place of PublicationReading
PublisherAcademic Conferences International Limited
Pages712-720
ISBN (Electronic)9781914587894
ISBN (Print)9781914587887
DOIs
Publication statusPublished - 2023
Event17th European Conference on Games Based Learning, ECGBL 2023 - Enschede, Netherlands
Duration: 5 Oct 20236 Oct 2023

Publication series

NameProceedings of the European Conference on Games Based Learning
ISSN (Print)2049-0992

Conference

Conference17th European Conference on Games Based Learning, ECGBL 2023
Country/TerritoryNetherlands
CityEnschede
Period5/10/236/10/23

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