Escape Rooms Build Better Researchers

Shauna Edson

Abstract


Academic libraries are experimenting with new types of programming to create learner-centered experiences. At the same time, we’re often expected to participate in campus-wide initiatives which offer programming to off-campus groups whose skills and background knowledge may be very different than our on-campus population. I’ve found success in using a Breakout Edu kit to create a fun, interactive game to introduce the library’s resources and services to a variety of audiences. Breakout Edu boxes have been popular in K-12 classrooms in recent years because they offer a flexible active-learning experience for a range of ages, number of participants and diversity in abilities. Similar to the popular escape room games, Breakout Edu boxes require participants to work together to solve clues and unlock number, letter, directional and key locks. Now that we have a programming model that has the flexibility to serve various ages and abilities, we can build on it to add more clues and complexity. It could serve as the basis for more outreach to campus and off-campus groups.

Keywords


active learning; gaming; gamification; constructivist learning theory

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