Javascript must be enabled to continue!
Assessing Multiple Engineering Tasks via Escape Room Game
View through CrossRef
Abstract
Education as a concept includes every effort to train and develop people and their skills by applying the appropriate tools. One type of education is the formal, which includes a logically built and organized curriculum that is under the jurisdiction of state mechanisms. However, there is also a non-formal education which, unlike the formal one, refers to all organized educational programs that take place outside the institutional framework of formal education and are usually voluntary and short in duration. It is mainly addressed to adults and does not have to provide a document certifying education in this field. In this context, the present work, adopting the research methodology based on design, aims to develop and formulate a mobile augmented reality game in the form of escape room/s targeting to train engineers. "Escape Rooms" is the name of an interesting trend of modern times that has flourished in the last decade in many countries around the world. These are puzzle and composition games, in which participants are asked to work together and solve problems using the information that exists in the room/s in order to unlock the door and escape. These types of games belong to the broader category of escape games, but differ from the rest due to the live interaction they provide with the environment. The main benefits of these games are the promotion of collaboration, the development of problem-solving strategies, critical thinking, imagination and creativity, elements that are necessary for the professional activity of an engineer. Escape rooms require teamwork, communication, initiative, as well as critical thinking and attention to detail along with an ability to apply a wide range of knowledge and effective methods under the pressure of time. The purpose of this paper is the evaluation of advanced students, through a series of high level and content of polytechnic questions, in the context of group collaborations that are formed during the coexistence of students in escape rooms, where an augmented reality is incorporated. Finally, the aim of this work is the implementation and evaluation of one or more thematic escape rooms regarding the mobilization, satisfaction and involvement of polytechnic students in puzzles and problems that require significant engineering knowledge.
Title: Assessing Multiple Engineering Tasks via Escape Room Game
Description:
Abstract
Education as a concept includes every effort to train and develop people and their skills by applying the appropriate tools.
One type of education is the formal, which includes a logically built and organized curriculum that is under the jurisdiction of state mechanisms.
However, there is also a non-formal education which, unlike the formal one, refers to all organized educational programs that take place outside the institutional framework of formal education and are usually voluntary and short in duration.
It is mainly addressed to adults and does not have to provide a document certifying education in this field.
In this context, the present work, adopting the research methodology based on design, aims to develop and formulate a mobile augmented reality game in the form of escape room/s targeting to train engineers.
"Escape Rooms" is the name of an interesting trend of modern times that has flourished in the last decade in many countries around the world.
These are puzzle and composition games, in which participants are asked to work together and solve problems using the information that exists in the room/s in order to unlock the door and escape.
These types of games belong to the broader category of escape games, but differ from the rest due to the live interaction they provide with the environment.
The main benefits of these games are the promotion of collaboration, the development of problem-solving strategies, critical thinking, imagination and creativity, elements that are necessary for the professional activity of an engineer.
Escape rooms require teamwork, communication, initiative, as well as critical thinking and attention to detail along with an ability to apply a wide range of knowledge and effective methods under the pressure of time.
The purpose of this paper is the evaluation of advanced students, through a series of high level and content of polytechnic questions, in the context of group collaborations that are formed during the coexistence of students in escape rooms, where an augmented reality is incorporated.
Finally, the aim of this work is the implementation and evaluation of one or more thematic escape rooms regarding the mobilization, satisfaction and involvement of polytechnic students in puzzles and problems that require significant engineering knowledge.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Novel medication safety training module
Novel medication safety training module
Abstract
Purpose
Escape rooms are effective educational tools for engaging learners and may serve as a strategy for medication s...
Escape Rooms in Medical Education: Deductive Analysis of Designs, Applications and Implementations
Escape Rooms in Medical Education: Deductive Analysis of Designs, Applications and Implementations
Background: Serious games are conceptualized as a broad topic and overlap segments of more modern forms of education: e-learning, edutainment, game-based learning, and digital game...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Perancangan Ulang Game Edukasi Bahasa Inggris menggunakan Digital Game Based Learning Method
Game edukasi adalah game yang didesain untuk merangsang kecerdasan anak. Game edukasi bertujuan untuk belajar dan menarik perhatian siswa. Game edukasi adalah gabungan dari konten ...
Generating game immersion features for immersive game selection
Generating game immersion features for immersive game selection
The immersion is an essential component of the modern digital game. Currently, immersion is the required component which should be included in the digital game. The modern game whi...
Global Venus-solar wind coupling and oxygen ion escape
Global Venus-solar wind coupling and oxygen ion escape
AbstractThe escape of atmospheric particles to space is an important process to understand the evolution of planetary atmospheres. Venus is thought to have lost a large part of its...
Competencia y colusión en el juego de Hotelling
Competencia y colusión en el juego de Hotelling
This doctoral thesis belongs to the field of science called Game Theory and, specifically, addresses the analysis of Hotelling's game. In the model defined by Harold Hotelling (189...

