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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Bibliographic Details
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]
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Database: Education Research Complete
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