Educational escape rooms are innovative learning activities that have been shown to improve students' skills while increasing their motivation. The present course is primarily aimed at teachers of all educational levels and areas of knowledge and aims to train participants in the design, creation, and implementation of computer-assisted educational escape rooms for in-person and remote environments. The course will allow participants to learn the main characteristics of educational escape rooms, their potential educational applications, and best practices for designing, creating, and implementing these activities. In addition, participants will learn how to use the Escapp platform and other digital tools to create and implement educational escape rooms. The course will include a final activity in which participants can put all their previously learned knowledge to work by developing their own educational escape room.

OBJECTIVES

  • Understand the main characteristics and potential educational applications of escape rooms.

  • Explore best practices for the design, development, and implementation of educational escape rooms.

  • Gain hands-on experience creating educational escape rooms with digital tools

  • Learn how to manage and run educational escape rooms using the Escapp platform.

CONTENTS

  • Module 0: Course presentation.

Course introduction, objectives and planning.

  • Module 1: Introduction to educational escape rooms.

This module will explain the fundamentals and main characteristics of game-based learning and educational escape rooms, as well as the potential educational applications of escape rooms.

  • Module 2: Designing educational escape rooms.

This module will explain the different elements that should be taken into account when designing a pedagogically sound educational escape room and describe best practices for designing educational escape rooms.

  • Module 3: Resources and recommendations for creating educational escape rooms.

This module will present a wide variety of resources for creating content and challenges for educational escape rooms, as well as tools for creating complete educational escape rooms. It will also describe a series of recommendations for creating educational escape rooms, including tips on how to use generative artificial intelligence tools to create content for these activities.

  • Module 4: Good practices for running educational escape rooms.

This module will describe best practices for running educational escape rooms both in person and remotely, as well as for conducting game-based learning experiences with educational escape rooms.

  • Module 5: Creating and executing educational escape rooms using digital tools.

In this module, participants will learn in detail how to create and run educational escape rooms using a free, open-source web platform called Escapp. Using this web platform, course participants will be able to specify the content, challenges, clues, instructions, and configuration of an educational escape room, as well as manage its execution (establishing shifts, forming and registering teams, monitoring the activity, calculating grades, etc.).

  • Module 6: Guided workshop.

In this module, participants will use the Escapp platform to create, step by step, an educational escape room based on a specific design and a series of resources, which will be provided at the beginning. Participants will receive detailed explanations on how to complete each of the steps required to create the requested escape room.

  • Module 7: Final Project.

In this module, each participant will design and create their own educational escape room from scratch, putting into practice all the knowledge acquired previously in the course. Participants will be able to discuss any questions with the course teaching team and other classmates through a forum. All educational escape rooms created by participants will be reviewed and evaluated by the course teaching team, who will provide feedback on their submission.

  • Opettaja
    Sonsoles López Pernas