Applied gamification using virtual escape rooms: case studies in entrepreneurial and anatomy classes

Roisin Lyons, Eva Marie Sweeney*, Ciara Lynch

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

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Abstract

Escape Rooms (ERs) can be used as an experiential and engaging pedagogical asset, wherein students overcome challenges, find a solution and ‘escape’ the simulated or imagined setting before the recommended or required time elapses. Though they can provide an enjoyable and challenging collaborative learning environment, they require extensive organisation and resources. This paper presents the experiences and recommendations of educators in two third level institutions that implemented Google Form-based virtual escape rooms during the COVID-19 pandemic.
Original languageEnglish
Pages (from-to)36–47.
JournalIrish Journal of Technology Enhanced Learning
Volume7
Issue number1
DOIs
Publication statusPublished - 06 Mar 2023

Keywords

  • gamification
  • technology enhanced learning
  • anatomy
  • escape room
  • entrepreneurship

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