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dc.contributor.authorCruaud, Caroline
dc.date.accessioned2023-10-10T12:21:45Z
dc.date.available2023-10-10T12:21:45Z
dc.date.created2023-10-05T10:22:28Z
dc.date.issued2023
dc.identifier.citationCruaud, C. (2023). When design gets in the way: student learning and digital escape game. Proceedings of the 17th European conference on games based learning, 17(1), 127-134.en_US
dc.identifier.issn2049-0992
dc.identifier.urihttps://hdl.handle.net/11250/3095510
dc.description.abstractEscape games are known for their potential to engage students and are becoming a popular way to teach content in a variation of subjects, e.g., chemistry (Peleg et al., 2019), music (Babazadeh et al., 2022), and financial literacy (Bisanti et al., 2022). It is also a rapidly developing field of research (Veldkamp et al., 2020, Taraldsen et al., 2022). The importance of the debrief stage after playing and its role in ensuring learning outcomes has been discussed (Babazadeh et al., 2022). However, investigating students’ learning while playing the game is needed to understand how they can be used in the classroom and continue improving the design of future escape games. In addition, there is still little research on escape games used online, in a digital format. This study explores the students’ experience of learning when playing the digital escape game Radioaktiv over video conference. Video data of six pairs of students playing the game were collected at a Norwegian University. Interaction analysis was conducted on representative data extracts to answer the following research question: How did the students’ experience of learning unfold while playing the digital escape game Radioaktiv? Findings show that design choices came in the way of students’ learning and reveal the importance of just-in-time and adapted feedback. Implications for this study are the importance of playtesting the escape game, especially when it comes to designing the puzzles and feedback loops. The present study also shows the necessity of the teacher: the automatised feedback system from the digital escape game cannot replace the role of the teacher during gameplay. This is especially true in the context of online learning where students can more easily feel left alone. Digital escape games as a learning activity should always be implemented within a clear pedagogical design.en_US
dc.language.isoengen_US
dc.titleWhen Design Gets in the way: Student Learning and Digital Escape Gameen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber127-134en_US
dc.source.volume17en_US
dc.source.journalProceedings of the European Conference on Games Based Learning (ECGBL)en_US
dc.source.issue1en_US
dc.identifier.doihttps://doi.org/10.34190/ecgbl.17.1.1406
dc.identifier.cristin2181917
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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