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Lulu and the Brontosaurus: An Escape Room Adventure for Learning in the 1st Cycle of Basic Education

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Detalhes bibliográficos
Resumo:Escape Rooms are immersive escape games that require teamwork and problem-solving, promote critical thinking and collaboration, and are attractive and practical possibilities for learning development. This study analyzes children's beliefs about using an Escape Room in the 1st Cycle of Basic Education (1st CEB), assessing its impact on motivation, engagement, and academic performance. This study involved 48 children in the Escape Room "Lulu and the Brontosaurus," created to promote reading and develop sensitivity to civic issues. Data was collected through participant observation and the recording of collective sessions to explore the participants' perspectives and experiences of the game. The data collected was analyzed interpretively to find patterns of behavior and meanings. This study shows the potential of Escape Rooms as an educational tool in the 1st CEB.
Autores principais:Mesquita, Elza
Outros Autores:Patrício, Maria Raquel; Freire-Ribeiro, Ilda; Pereira, Ana
Assunto:Escape room 1st Cycle of Basic Education Gamification Active learning
Ano:2024
País:Portugal
Tipo de documento:artigo
Tipo de acesso:acesso aberto
Instituição associada:Instituto Politécnico de Bragança
Idioma:inglês
Origem:Biblioteca Digital do IPB
Descrição
Resumo:Escape Rooms are immersive escape games that require teamwork and problem-solving, promote critical thinking and collaboration, and are attractive and practical possibilities for learning development. This study analyzes children's beliefs about using an Escape Room in the 1st Cycle of Basic Education (1st CEB), assessing its impact on motivation, engagement, and academic performance. This study involved 48 children in the Escape Room "Lulu and the Brontosaurus," created to promote reading and develop sensitivity to civic issues. Data was collected through participant observation and the recording of collective sessions to explore the participants' perspectives and experiences of the game. The data collected was analyzed interpretively to find patterns of behavior and meanings. This study shows the potential of Escape Rooms as an educational tool in the 1st CEB.