Low-Threshold Digital Educational Escape Rooms Based on 360VR and Web-Based Forms

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Mario Wolf, Michael Montag, Heinrich Söbke, Florian Wehking, Christian Springer
{"title":"Low-Threshold Digital Educational Escape Rooms Based on 360VR and Web-Based Forms","authors":"Mario Wolf, Michael Montag, Heinrich Söbke, Florian Wehking, Christian Springer","doi":"10.34190/ejel.21.7.3156","DOIUrl":null,"url":null,"abstract":"Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application efforts and at the same time by reduced intensity of the experiences. There is little evidence to date as to whether these low-threshold escape rooms are nevertheless sufficiently effective for learning. In this evaluation study, a learning activity based on a digital educational escape room (DEER) that uses the 360°-based spatial visualization (360VR) of a waterworks and a web-based form – contributing guidance and the escape room-specific challenges – is analysed. In the learning activity, students of environmental engineering study programs are asked to explore the 360VR-based waterworks guided by the instructions and challenges in the web-based form. Quantitative results of the study on learning outcomes and variables relevant to learning, such as emotion, motivation, and usability (N=73) are reported. The evaluation is supported by the qualitative results of guided interviews. Remarkably, some participants would have preferred to explore the 360VR environment without the guidance provided by the web-based form. Overall, the results show the learning effectiveness of the DEER, the efficacy of the web-based form as a guidance instrument, and values of learning-relevant variables that are conducive to learning. The DEER also achieved a high level of acceptance among students. Due to the low effort required for the creation of the DEER by lecturers and for application on the part of students, the presented combination of 360VR and web-based forms can be seen as a powerful low-threshold learning tool that enriches teaching.","PeriodicalId":46105,"journal":{"name":"Electronic Journal of e-Learning","volume":null,"pages":null},"PeriodicalIF":2.4000,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Electronic Journal of e-Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ejel.21.7.3156","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Escape rooms are an established game genre that has become popular in educational contexts in recent years. Digital escape rooms are variations, which use digital environments and may be played by participants not present on site. Compared to physical escape rooms, digital escape rooms are characterised by lower implementation and application efforts and at the same time by reduced intensity of the experiences. There is little evidence to date as to whether these low-threshold escape rooms are nevertheless sufficiently effective for learning. In this evaluation study, a learning activity based on a digital educational escape room (DEER) that uses the 360°-based spatial visualization (360VR) of a waterworks and a web-based form – contributing guidance and the escape room-specific challenges – is analysed. In the learning activity, students of environmental engineering study programs are asked to explore the 360VR-based waterworks guided by the instructions and challenges in the web-based form. Quantitative results of the study on learning outcomes and variables relevant to learning, such as emotion, motivation, and usability (N=73) are reported. The evaluation is supported by the qualitative results of guided interviews. Remarkably, some participants would have preferred to explore the 360VR environment without the guidance provided by the web-based form. Overall, the results show the learning effectiveness of the DEER, the efficacy of the web-based form as a guidance instrument, and values of learning-relevant variables that are conducive to learning. The DEER also achieved a high level of acceptance among students. Due to the low effort required for the creation of the DEER by lecturers and for application on the part of students, the presented combination of 360VR and web-based forms can be seen as a powerful low-threshold learning tool that enriches teaching.
基于 360VR 和网络形式的低门槛数字教育逃生室
密室逃脱是一种成熟的游戏类型,近年来在教育领域大受欢迎。数字逃脱室是一种变体,它使用数字环境,参与者可以不在现场进行游戏。与实体逃脱室相比,数字逃脱室的特点是实施和应用难度较低,同时体验强度也较低。迄今为止,关于这些低门槛的逃生室对学习是否足够有效的证据还很少。在这项评估研究中,分析了基于数字教育逃生室(DEER)的学习活动,该逃生室采用 360 度水厂空间可视化(360VR)和基于网络的形式--提供指导和逃生室特有的挑战。在学习活动中,要求环境工程专业的学生根据网络表格中的指导和挑战,探索基于 360VR 的水厂。报告了有关学习成果和学习相关变量的定量研究结果,如情感、动机和可用性(N=73)。指导访谈的定性结果为评估提供了支持。值得注意的是,一些参与者更愿意在没有网络表格指导的情况下探索 360VR 环境。总体而言,结果显示了 DEER 的学习效果、网络表格作为指导工具的功效以及有利于学习的学习相关变量的价值。学生对 DEER 的接受程度也很高。由于讲师创建 DEER 和学生应用 DEER 所需的精力较少,所介绍的 360VR 和基于网络的表单组合可被视为一种强大的低门槛学习工具,可丰富教学内容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信