What is it about?
This paper describes an experiment that used a game called Educational Hall Escape (EHE) to teach students about business and economics. EHE is a type of game where students have to solve puzzles and challenges related to the course content in a limited time, while competing with other teams in the same room. The game is designed to make the students more interested, motivated and emotionally involved in the subject. The paper compares the results of two groups of students: one that played the EHE game and one that did the same exercises in a traditional way, without the game elements. The paper also uses a questionnaire to measure how the students felt about the game and the subject, and how much they learned from the activity. The paper finds that the EHE game did not improve the academic performance of the students, but it did increase their motivation and emotions. The students who played the game reported feeling more engaged, challenged, immersed, playful and social than the students who did not play the game. The paper suggests that the EHE game can be a useful tool to attract and retain the attention of the students, and to make them more enthusiastic about the subject. The paper also discusses the advantages and limitations of the EHE game, and how it can be adapted to different subjects, disciplines and educational levels. The paper concludes that the EHE game is a promising and innovative teaching method that can enhance the learning experience of the students.
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Why is it important?
Presents an innovative teaching method based on Educational Hall Escape (EHE), a variation of Educational Escape Room (EER), that aims to motivate and engage students in higher education. Analyzes the impact of EHE on learning outcomes, motivation, and emotions of undergraduate students in a business economy course, using various tools such as exams, surveys, and questionnaires. Compares the EHE group with a control group that performed the same tasks without the game elements, and finds significant differences in the game experience, motivation, and emotions of the students. Provides a detailed description and design of the EHE activity, including the narrative, the puzzles, the challenges, and the Moodle platform, that can be easily replicated and adapted to other subjects, disciplines, and educational levels.
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This page is a summary of: Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students, Education Sciences, September 2021, MDPI AG,
DOI: 10.3390/educsci11090527.
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