Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology

BackgroundThe COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate online pedagogical approaches and integrating different d...

Full description

Bibliographic Details
Main Authors: Maja Videnovik, Tone Vold, Georgina Dimova, Linda Vibeke Kiønig, Vladimir Trajkovik
Format: Article
Language:English
Published: JMIR Publications 2022-09-01
Series:JMIR Serious Games
Online Access:https://games.jmir.org/2022/3/e32095
_version_ 1797734721455652864
author Maja Videnovik
Tone Vold
Georgina Dimova
Linda Vibeke Kiønig
Vladimir Trajkovik
author_facet Maja Videnovik
Tone Vold
Georgina Dimova
Linda Vibeke Kiønig
Vladimir Trajkovik
author_sort Maja Videnovik
collection DOAJ
description BackgroundThe COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate online pedagogical approaches and integrating different digital tools in the teaching process have become a priority in educational systems. Finding a way to keep students' interest and persistence in learning is an important issue that online education is facing. One possible way to establish engaging and interactive learning environments, using the energy and enthusiasm of students for educational purposes, is the use of game-based learning activities and gamification of different parts of the educational process. ObjectiveThis paper presents a use case of migrating an escape room–style educational game to an online environment by using the design thinking methodology. We wanted to show that the design thinking methodology is useful to create engaging and motivating online games that provide educational value. MethodsStarting from students’ perspective, we created a simple digital escape room–style game where students got an opportunity to self-assess their knowledge in computer science at their own pace. Students tested this prototype game, and their opinions about the game were collected through an online survey. The test's goal was to evaluate the students' perceptions about the implemented digital escape room–style educational game and gather information about whether it could achieve students' engagement in learning computer science during online teaching. ResultsIn total, 117 students from sixth and seventh grades completed the survey regarding the achieved student engagement. Despite the differences in students’ answers about game complexity and puzzle difficulty, most students liked the activity (mean 4.75, SD 0.67, on a scale from 1 to 5). They enjoyed the game, and they would like to participate in this kind of activity again (mean 4.74, SD 0.68). All (n=117, 100%) students found the digital escape room–style educational game interesting for playing and learning. ConclusionsThe results confirmed that digital escape room–style games could be used as an educational tool to engage students in the learning process and achieve learning outcomes. Furthermore, the design thinking methodology proved to be a useful tool in the process of adding novel educational value to the digital escape room–style game.
first_indexed 2024-03-12T12:48:28Z
format Article
id doaj.art-785f07b920f948cbb679ca462546d854
institution Directory Open Access Journal
issn 2291-9279
language English
last_indexed 2024-03-12T12:48:28Z
publishDate 2022-09-01
publisher JMIR Publications
record_format Article
series JMIR Serious Games
spelling doaj.art-785f07b920f948cbb679ca462546d8542023-08-28T23:07:58ZengJMIR PublicationsJMIR Serious Games2291-92792022-09-01103e3209510.2196/32095Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking MethodologyMaja Videnovikhttps://orcid.org/0000-0002-9859-5051Tone Voldhttps://orcid.org/0000-0003-4850-3363Georgina Dimovahttps://orcid.org/0000-0003-0051-2316Linda Vibeke Kiønighttps://orcid.org/0000-0001-8768-9370Vladimir Trajkovikhttps://orcid.org/0000-0001-8103-8059 BackgroundThe COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting to online teaching, which has become an enormous challenge for teachers and students. Implementing adequate online pedagogical approaches and integrating different digital tools in the teaching process have become a priority in educational systems. Finding a way to keep students' interest and persistence in learning is an important issue that online education is facing. One possible way to establish engaging and interactive learning environments, using the energy and enthusiasm of students for educational purposes, is the use of game-based learning activities and gamification of different parts of the educational process. ObjectiveThis paper presents a use case of migrating an escape room–style educational game to an online environment by using the design thinking methodology. We wanted to show that the design thinking methodology is useful to create engaging and motivating online games that provide educational value. MethodsStarting from students’ perspective, we created a simple digital escape room–style game where students got an opportunity to self-assess their knowledge in computer science at their own pace. Students tested this prototype game, and their opinions about the game were collected through an online survey. The test's goal was to evaluate the students' perceptions about the implemented digital escape room–style educational game and gather information about whether it could achieve students' engagement in learning computer science during online teaching. ResultsIn total, 117 students from sixth and seventh grades completed the survey regarding the achieved student engagement. Despite the differences in students’ answers about game complexity and puzzle difficulty, most students liked the activity (mean 4.75, SD 0.67, on a scale from 1 to 5). They enjoyed the game, and they would like to participate in this kind of activity again (mean 4.74, SD 0.68). All (n=117, 100%) students found the digital escape room–style educational game interesting for playing and learning. ConclusionsThe results confirmed that digital escape room–style games could be used as an educational tool to engage students in the learning process and achieve learning outcomes. Furthermore, the design thinking methodology proved to be a useful tool in the process of adding novel educational value to the digital escape room–style game.https://games.jmir.org/2022/3/e32095
spellingShingle Maja Videnovik
Tone Vold
Georgina Dimova
Linda Vibeke Kiønig
Vladimir Trajkovik
Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
JMIR Serious Games
title Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
title_full Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
title_fullStr Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
title_full_unstemmed Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
title_short Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
title_sort migration of an escape room style educational game to an online environment design thinking methodology
url https://games.jmir.org/2022/3/e32095
work_keys_str_mv AT majavidenovik migrationofanescaperoomstyleeducationalgametoanonlineenvironmentdesignthinkingmethodology
AT tonevold migrationofanescaperoomstyleeducationalgametoanonlineenvironmentdesignthinkingmethodology
AT georginadimova migrationofanescaperoomstyleeducationalgametoanonlineenvironmentdesignthinkingmethodology
AT lindavibekekiønig migrationofanescaperoomstyleeducationalgametoanonlineenvironmentdesignthinkingmethodology
AT vladimirtrajkovik migrationofanescaperoomstyleeducationalgametoanonlineenvironmentdesignthinkingmethodology