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Using Online Escape Rooms to Build Creative Thinking Skills

2019-1-EE01-KA205-0512882019Strategic Partnerships for youthfinalized
Countries: EE|PL|IE|CY · Grant: €131,044.1
Key Competences (incl. mathematics and literacy) - basic skillsNew innovative curricula/educational methods/development of training coursesICT - new technologies - digital competences

Project summary

Since 2014, there has been a worldwide growth in the use of educational escape rooms in both physical and digital learning environments. They represent an innovative way to bring technology and critical thinking into the learning environment, and the benefits are twofold: games have a history of promoting engagement in a learning environment even among those for whom formal education has failed; the collaborative elements help students develop social and team-working skills. “Escape rooms are unlike other forms of games where the player controls an avatar; in escape room challenges the student is placed directly into the game and as a result the effects of experiential learning are more effective”(The Rise of Educational Escape Rooms, University of Ohio, 2016). The LUOVA project proposes the creation of a comprehensive suite of fully-online escape room challenges to attract those on the margins of education and training and to support them to build the key components of creative and critical thinking through a challenge based learning approach. The key message is that learning is not a spectator sport and the more one can achieve the immersion of the student in the learning process the higher the potential for sustainable outcomes. The objectives of the project are to: - Promote creative and critical thinking through the development of alternative pedagogical resources using online educational escape rooms based on constructivist learning theory - Encourage the development of creative and critical thinking skills in youth-work environments where non-formal and informal learning can flourish - Support front-line youth workers to harness the potential of mobile learning environments to build high-value skill sets within their marginalised target groups - Foster an entrepreneurial spirit among young Europeans ensuring that they have the necessary skills to research, select, analyse, organise and present information To achieve these objectives the following intellectual outputs will be developed: IO1: LUOVA Online Escape Room Compendium of Resources – this will comprise the learning content for the proposed online escape room challenges at introductory and advanced levels to develop the key components of creative and critical thinking. IO2: In-service Training Programme – this will provide the essential continuous professional development support to front-line youth workers to enable them harness the full potential of these new dynamic learning resources IO3: LUOVA Online Platform – a bespoke, fully mobile, collaborative online learning environment that provides access to all the escape room resources

Final report summary

Since 2014, there has been a worldwide growth in the use of educational escape rooms in both physical and digital learning environments. They represent an innovative way to bring technology and critical thinking into the learning environment, and the benefits are twofold: games have a history of promoting engagement in a learning environment even among those for whom formal education has failed; the collaborative elements help students develop social and team-working skills. “Escape rooms are unlike other forms of games where the player controls an avatar; in escape room challenges the student is placed directly into the game and as a result the effects of experiential learning are more effective”(The Rise of Educational Escape Rooms, University of Ohio, 2016). The LUOVA project proposes the creation of a comprehensive suite of fully-online escape room challenges to attract those on the margins of education and training and to support them to build the key components of creative and critical thinking through a challenge based learning approach. The key message is that learning is not a spectator sport and the more one can achieve the immersion of the student in the learning process the higher the potential for sustainable outcomes. The objectives of the project are to: - Promote creative and critical thinking through the development of alternative pedagogical resources using online educational escape rooms based on constructivist learning theory - Encourage the development of creative and critical thinking skills in youth-work environments where non-formal and informal learning can flourish - Support front-line youth workers to harness the potential of mobile learning environments to build high-value skill sets within their marginalised target groups - Foster an entrepreneurial spirit among young Europeans ensuring that they have the necessary skills to research, select, analyse, organise and present information To achieve these objectives the following intellectual outputs will be developed: IO1: LUOVA Online Escape Room Compendium of Resources – this will comprise the learning content for the proposed online escape room challenges at introductory and advanced levels to develop the key components of creative and critical thinking. IO2: In-service Training Programme – this will provide the essential continuous professional development support to front-line youth workers to enable them harness the full potential of these new dynamic learning resources IO3: LUOVA Online Platform – a bespoke, fully mobile, collaborative online learning environment that provides access to all the escape room resources

Project partners (4)