Can you Escape from Dr. Tom Cat’s Lab? Educational Escape Rooms with Scientists, Riddles and Serious Games as Learning Tools.

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Title: Can you Escape from Dr. Tom Cat’s Lab? Educational Escape Rooms with Scientists, Riddles and Serious Games as Learning Tools.
Authors: Malliarakis, Christos1 malliarakis@uom.edu.gr, Shabalina, Olga2 o.a.shabalina@gmail.com, Mozelius, Peter3 peter.mozelius@miun.su
Source: Proceedings of the European Conference on Games Based Learning. 2021, p525-534. 10p.
Subject Terms: *Active learning, *COVID-19 pandemic, *Educational games, *Parents, Escape rooms
Abstract: Imagine parents not asking their children “Did you study today?” but instead asking “Did you play today? If you did not, please go and start playing right now!”. This is the general revolutionary idea of game-based learning. This is the ideal experience for every child, to learn by playing, and for parents to see their children loving to learn as they love to play, and finally for teachers to receive major excitement from their students about learning. If serious games are applied in lessons, then teachers stop going to their classrooms telling their students the theoretical part of their lesson and then solve exercises on repeat; Instead they could go to their classroom and say to their students that “today is a special day, as you will get to solve some great riddles in order to escape from Dr. Tom Cat's lab”. This paper will discuss how game-based learning and especially escape rooms could be a great learning toolkit for teachers and how these games can foster motivation and help students achieve their educational goals. The paper will describe the story of Dr. Tom Cat, a (great and maybe a little mad) scientist that has a special lab where each room is dedicated to one of the greatest scientists in Mathematics, Physics and Informatics like Alan Turing, Ada Lovelace, Kurt Gödel and Grace Hopper. This way, students learn about these very important scientists' lives, but also, they are required to solve a similar riddle to the problems each scientist had to tackle in their respective lives. Finally, the paper will present how an Augmented Reality application has brought this story and escape room game to life, and how this application helped impress the students more and store learning analytics about which riddle was solved by whom. The results of this experimental launch will be finally presented and analyzed. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Can you Escape from Dr. Tom Cat’s Lab? Educational Escape Rooms with Scientists, Riddles and Serious Games as Learning Tools.
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  Data: <searchLink fieldCode="AR" term="%22Malliarakis%2C+Christos%22">Malliarakis, Christos</searchLink><relatesTo>1</relatesTo><i> malliarakis@uom.edu.gr</i><br /><searchLink fieldCode="AR" term="%22Shabalina%2C+Olga%22">Shabalina, Olga</searchLink><relatesTo>2</relatesTo><i> o.a.shabalina@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Mozelius%2C+Peter%22">Mozelius, Peter</searchLink><relatesTo>3</relatesTo><i> peter.mozelius@miun.su</i>
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2021, p525-534. 10p.
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  Data: *<searchLink fieldCode="DE" term="%22Active+learning%22">Active learning</searchLink><br />*<searchLink fieldCode="DE" term="%22COVID-19+pandemic%22">COVID-19 pandemic</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br />*<searchLink fieldCode="DE" term="%22Parents%22">Parents</searchLink><br /><searchLink fieldCode="DE" term="%22Escape+rooms%22">Escape rooms</searchLink>
– Name: Abstract
  Label: Abstract
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  Data: Imagine parents not asking their children “Did you study today?” but instead asking “Did you play today? If you did not, please go and start playing right now!”. This is the general revolutionary idea of game-based learning. This is the ideal experience for every child, to learn by playing, and for parents to see their children loving to learn as they love to play, and finally for teachers to receive major excitement from their students about learning. If serious games are applied in lessons, then teachers stop going to their classrooms telling their students the theoretical part of their lesson and then solve exercises on repeat; Instead they could go to their classroom and say to their students that “today is a special day, as you will get to solve some great riddles in order to escape from Dr. Tom Cat's lab”. This paper will discuss how game-based learning and especially escape rooms could be a great learning toolkit for teachers and how these games can foster motivation and help students achieve their educational goals. The paper will describe the story of Dr. Tom Cat, a (great and maybe a little mad) scientist that has a special lab where each room is dedicated to one of the greatest scientists in Mathematics, Physics and Informatics like Alan Turing, Ada Lovelace, Kurt Gödel and Grace Hopper. This way, students learn about these very important scientists' lives, but also, they are required to solve a similar riddle to the problems each scientist had to tackle in their respective lives. Finally, the paper will present how an Augmented Reality application has brought this story and escape room game to life, and how this application helped impress the students more and store learning analytics about which riddle was solved by whom. The results of this experimental launch will be finally presented and analyzed. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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        Value: 10.34190/GBL.21.139
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        Text: English
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        PageCount: 10
        StartPage: 525
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      – SubjectFull: Active learning
        Type: general
      – SubjectFull: COVID-19 pandemic
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      – SubjectFull: Educational games
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      – SubjectFull: Parents
        Type: general
      – SubjectFull: Escape rooms
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      – TitleFull: Can you Escape from Dr. Tom Cat’s Lab? Educational Escape Rooms with Scientists, Riddles and Serious Games as Learning Tools.
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            NameFull: Malliarakis, Christos
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            NameFull: Shabalina, Olga
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            NameFull: Mozelius, Peter
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            – D: 01
              M: 01
              Text: 2021
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              Y: 2021
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