TY - GEN
T1 - Digital Educational Escape Rooms for Social Entrepreneurship
T2 - 17th European Conference on Games Based Learning, ECGBL 2023
AU - Webb, Kristin
AU - Martina, Richard
N1 - Copyright the authors, 2023. All Rights Reserved.
In Vol. 17 No. 1 (2023): Proceedings of the 17th European Conference on Games Based Learning.
PY - 2023
Y1 - 2023
N2 - 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.
AB - 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.
KW - Entrepreneurship Education
KW - Entrepreneurship skills
KW - Educational Escape Room
KW - Gamification
U2 - 10.34190/ecgbl.17.1.1845
DO - 10.34190/ecgbl.17.1.1845
M3 - Conference contribution
AN - SCOPUS:85179009127
SN - 9781914587887
T3 - Proceedings of the European Conference on Games Based Learning
SP - 712
EP - 720
BT - Proceedings of the 17th European Conference on Games Based Learning, ECGBL 2023
A2 - Spil, Ton
A2 - Bruinsma, Guido
A2 - Collou, Luuk
PB - Academic Conferences International Limited
CY - Reading
Y2 - 5 October 2023 through 6 October 2023
ER -