Escape Rooms as a Collaborative Problem-Solving Environment

Escape Rooms as a Collaborative Problem-Solving Environment

Ioannis Papadopoulos, Eirini Tenta
Copyright: © 2021 |Pages: 15
DOI: 10.4018/IJGBL.2021100103
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Abstract

Escape room games are a popular recreative activity that recently started gaining popularity as both a means for conducting research studies and a teaching and learning environment. This paper follows a group of 16- to 17-year-old students in an escape room while they encounter logical challenges in order to escape from the room in a limited amount of time. Their ability to work effectively as a team and complete activities quickly is a key element to success. In this setting, the aim was to examine in what ways this innovative environment might help students benefit in terms of social metacognition. The findings gave evidence that during collaborative problem-solving in an escape room, cognitive demands are distributed among the players. This makes metacognition visible, facilitates shared management thus improving individual cognition, facilitates reciprocal scaffolding, and enhances motivation.
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Introduction

When using problem-solving as an approach to teaching, it is important to examine what kinds of authentic experiences the students have through problem-solving (Nunokawa, 2005). The importance of authenticity in the problem-solving process has been emphasized as a means to direct students’ attention to desirable behaviors and scaffold their solving activities (Forman & Steem, 2000; Verschaffel & De Corte, 1997). Escape rooms can be seen as innovative means to provide authentic experiences that facilitate solvers to exhibit certain problem-solving and metacognitive behavior in a collaborative setting. Escape rooms games constitute a very recent and popular way of entertainment for young people that integrates technology. They are live-action single-player or team-based games where players must escape from a place under time constraints by discovering clues and solving puzzles (Nicholson, 2015). Some researchers suggest to use them as a form of an educational environment to teach mathematics or problem-solving (Pan, Lo, & Neustaedter, 2017). Indeed, escaping from a game room requires certain problem-solving skills (Muir, Beswick & Williamson, 2005) such as ‘interpreting information, planning and working methodically, checking results, and trying alternative strategies’ (p. 229) in the context of collaboration and communication between the participants.

In this landscape, the aim of this paper is to examine in what ways escape rooms can facilitate aspects of social metacognitive behavior in groups of high school students.

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