Unlocking Knowledge Through Escape Rooms in Online Higher Education: Proposal for Learning About Consumer Behavior

Unlocking Knowledge Through Escape Rooms in Online Higher Education: Proposal for Learning About Consumer Behavior

Irene Aliagas, Marta Retamosa
Copyright: © 2023 |Pages: 20
DOI: 10.4018/978-1-6684-6081-8.ch012
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Abstract

Online higher education is in demand, so much so that even face-to-face higher education is applying digital technologies to achieve greater motivation in the classroom. However, this does not mean that online education has everything won; it must continue to innovate in its methodologies to motivate students. The authors offer a proposal for the implementation of an educational escape room as a way to achieve greater motivation in the learning process through a playful experience. Although its use in educational contexts is increasingly common, until now it has not been applied in areas related to the study of consumer behavior. Thus, an explorative, innovative, and didactic escape room is provided based on consumer behavior subject. Several learning activities are employed, and guidelines for assessing and measuring learning are proposed. It is expected that this chapter will serve as a basis for those professionals interested in applying this methodology.
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Introduction

It is becoming increasingly difficult to motivate students through traditional teaching methods, such as lectures, videos or tutorials. The problem with this type of didactic methods is that students are passive learners because there is hardly any interactivity with them (Phelps & Vlachopoulos, 2019). As a result, teachers are seeking to innovate their teaching practices in an attempt to engage students in their subjects and get them to learn (Navarro-Mateos & Pérez-López, 2022). As a potential solution, game-based learning has received increased attention from the education sector, as well as from academia and industry. It promises new opportunities to foster skills and increase knowledge by breaking out from the traditional classroom (Putz et al., 2020; Warmelink et al., 2017).

In recent years, escape rooms have been created not only for recreational purposes, but also as proposals for educational innovation. Thus, educational escape rooms (EERs) can be defined as a game with an educational learning purpose in which students have to discover clues, solve puzzles and complete riddles in one or more rooms, in order to achieve an objective (usually escape from the room) in a limited time. EERs are problem-based and time-constrained pedagogical activities that require participants to be active and collaborative in order to promote their learning (Veldkamp et al., 2020). Hence, they are used as an attempt to increase student motivation and engagement, by having fun and enjoying the experience.

In today’s educational landscape, EERs scenarios are promising trends which can be implemented into many academic disciplines in higher education, such as English language learning (Santamaría & Alcalde, 2019), healthcare (Darby et al., 2020), mathematics (Fuentes-Cabrera et al., 2020), computer science (López-Pernas et al., 2019), or chemical engineering (De la Flor et al., 2020), among others.

Since EERs are considered to be an innovative and gamification-based educational methodologies, they should be designed with great consideration and follow the proper pedagogical theories to encourage the achievement of further learning (López-Pernas et al., 2019). In fact, not only academic achievement is achieved, but EERs also allow the development of competencies such as communication skills during the game and creative thinking (Fotaris & Mastoras, 2019).

Even though many studies have been conducted applying EERs into the physical classroom, studies carried out in an online classroom are scarcely to be found. Moreover, no scientific research has been conducted to explore the application and effects of a digital EER in online higher education on the subject of consumer behavior. This subject is included in the syllabus of several subjects, such as marketing or psychology, but this article focuses on the syllabus of the Master's Degree in Neuromarketing at the Universidad Internacional de La Rioja (UNIR). Its relevance lies in the fact that the main profiles in this field tend to come from social sciences, so they have limited knowledge of how the nervous system works and, in particular, the brain, which is the subject of interest. Thus, the content related to more psychological and cerebral aspects tends to be arduous and perhaps fails to sufficiently stimulate students' interest and motivation.

Therefore, the objective of this chapter is to provide a detailed proposal on the implementation of an EER in an online higher education environment. It is hoped that it will help students to consolidate the knowledge acquired in the subject of consumer behavior, as well as serve as a basis for other teachers to implement this methodology in their classrooms. To achieve this goal, it is explained how the current educational landscape requires active learning methodologies, then the role of gamification in education is highlighted, and finally the potential of educational escape rooms is discussed. Afterwards, a practical proposal that can be implemented in a real scenario is established.

Key Terms in this Chapter

Consumer Behavior: The study of customers' actions in the marketplace and the underlying motives for those actions in selecting goods and services to satisfy their wants and needs. Furthermore, this topic is related to psychological knowledge about which brain areas are involved in consumer decision making.

Motivation: An internal state of people that in some cases explains why a student begins, continues, and concludes any learning process.

Gamification: Use of game elements, such as reward systems, to motivate players to engage in a task they otherwise would not find appealing.

Educational Escape Room: A game with an educational learning purpose in which you have to discover clues, solve puzzles and complete riddles in one or more rooms, in order to achieve an objective (usually escape from the room) in a limited time.

Game Master: The person who organizes and directs the game, gives clues, remembers the rules of the game, and mediates when necessary. It is usually the teacher of the subject.

Neuromarketing: The application of neuroscientific tools to the field of marketing and market research in order to understand the levels of attention and emotion that people show when faced with different stimuli.

Online Higher Education: Refers to higher level education provided telematically and encompassed in a university, such as undergraduate, graduate, and doctoral degrees, but also various professional schools.

Game-Based Learning: Type of game play with defined learning outcomes which uses gaming techniques to create a motivating and interactive e-learning environment.

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