When design gets in the way: student learning and digital escape game

Caroline Cruaud
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Abstract

Escape 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.
当设计成为障碍时:学生学习和数字逃避游戏
逃脱游戏以其吸引学生的潜力而闻名,并且正在成为一种流行的方式来教授各种学科的内容,例如化学(Peleg等人,2019),音乐(Babazadeh等人,2022)和金融知识(Bisanti等人,2022)。这也是一个快速发展的研究领域(Veldkamp et al., 2020, Taraldsen et al., 2022)。已经讨论了演奏后汇报阶段的重要性及其在确保学习成果方面的作用(Babazadeh et al., 2022)。然而,有必要调查学生在玩游戏时的学习情况,以了解如何将其应用于课堂,并继续改进未来逃跑游戏的设计。此外,关于数字格式的在线逃脱游戏的研究仍然很少。本研究旨在探讨学生在视讯会议上玩数位逃生游戏《Radioaktiv》时的学习体验。挪威一所大学收集了六对学生玩游戏的视频数据。对代表性数据摘录进行交互分析,以回答以下研究问题:学生在玩数字逃生游戏Radioaktiv时的学习体验是如何展开的?研究结果表明,设计选择阻碍了学生的学习,并揭示了及时和适应性反馈的重要性。这项研究的意义在于测试逃离游戏的重要性,尤其是在设计谜题和反馈循环时。本研究也显示了教师的必要性:数字逃离游戏的自动化反馈系统无法取代教师在游戏过程中的作用。这在在线学习的背景下尤其如此,因为学生更容易感到孤独。数字逃生游戏作为一种学习活动,应该始终在清晰的教学设计中执行。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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