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Mobile real ESCAPE Rooms as an innovative teaching method in VET

2020-1-DE02-KA226-VET-0081192020Partnerships for Digital Education ReadinessfinalizedGood practice
Countries: DE|BE|IT|AT · Grant: €181,310
Pedagogy and didacticsICT - new technologies - digital competencesNew innovative curricula/educational methods/development of training courses

Project summary

In their daily work, teachers in general education and vocational training are faced with the challenge of conveying teaching content to their students in a way that is appropriate for the target group. Classical teaching methods such as frontal teaching, self-learning and group work are increasingly being supplemented in educational pedagogy by innovative, modern methods in order to make learning more efficient for pupils of different age groups. It is not unusual for playful elements to find their way into the classroom, which can significantly increase the attractiveness of the lessons and thus the learning success. The project is developing an innovative teaching method which, with appropriate professional preparation, can be applied universally in many teaching subjects, initially in an exemplary manner in vocational training. This teaching method is based on the method of station learning and is very closely oriented to the play principle of the real escape room. Real Escape Rooms are about the playing group becoming part of a fictional story, at the end of which there is a disaster scenario if the group does not succeed in averting this scenario. The actors have a limited time window of about 1 hour in which they have to solve different, usually complementary puzzles in an appropriately equipped room in order to successfully complete the game. The actors do not only play to solve the puzzle, but also against the clock and are thus in competition with other groups, so that it is not only important to solve the puzzles, but also to complete these tasks in the shortest possible time. These game principles are applied to the mobile real escape rooms for use in vocational training that are being developed in this project. Since the development of a real Escape Room suitable for mobile use would be a complex and time-consuming task for teachers without subject-specific knowledge, the participating project partners support the dissemination of this innovative teaching method with the following project results: IO1: Digital Tool-Kit as a teaching concept for teachers for the use of mobile real Escape Rooms in vocational education and training with didactic anchoring IO2: Digital tool kit as technical manual for the production of 12 high-quality, technically appealing escape puzzle games. The manual contains material lists and detailed, illustrated building instructions, so that teachers can also reproduce these puzzle games. IO3: Web-App as a toolbox for mobile real Escape Rooms in educational work Key innovative features of this project: Mobile use: When we talk about "real escape rooms", we mean physical rooms within buildings with permanently installed puzzle games. However, a fixed installation is hardly suitable for use in classrooms or even outdoors. The preparation of the topic and the puzzle games for the mobile real Escape Room, which is used in the classroom, can already be done elsewhere, such as in the teachers' room or at home, due to the mobile basic concept. The mobile real Escape Room can then be set up in a relatively short time at any location, such as a classroom or demarcated forest. Technical diversity: In order to ensure the mobility of the Escape Room, technically mature, stable puzzle games are developed that are independent of the wired power supply and are in no way inferior in attractiveness to the permanently installed puzzle games in real Escape Rooms. Low effort: Teachers receive detailed guidelines and manuals with the results of the project, so that after studying the documents they are able to create their own mobile real escape rooms with little effort. Once the puzzle games have been constructed or replicated, they can be used variably for several topics within a subject area or even across different subjects or independent of them. Infection prevention and hygiene: When drawing up the room plan, the project partners take into account that all puzzle games can be solved with a minimum distance of 1.5 m between the players (the teacher as game master/operator observes outside the room anyway) and with mouth protection. All puzzle games can be disinfected with surface disinfectants. The group size is limited to a maximum of 6 persons during the game. The project will conclude with an intensive training for project staff and multiplier events in all participating partner countries in order to make the teaching method accessible to as many teachers from different fields as possible.

Objectives

The project aimed to simplify and innovate the use of Escape Rooms as a teaching method in vocational education. By creating a "mobile real Escape Room" that can be set up in any location, the project partners aimed to lower the inhibition threshold for using Escape Rooms as a teaching tool and increase flexibility and convenience. The project also aimed to develop technically sophisticated and stable puzzle games that are independent of a wired power supply. By providing detailed instructions and manuals, the project partners hoped to make it easy for teachers to create their own mobile real Escape Rooms with little effort. The project's innovation was expected to improve the effectiveness of teaching and learning by appealing to the instinctive curiosity and play instinct of human behavior and developing skills such as motor skills, technical skills, teamwork, communication, problem-solving, leadership, stress resistance, time management, and critical faculties. The project's success has already been demonstrated by the positive feedback received from teachers who are interested in using the puzzle boxes for their pupils in the long term.

Background

The consortium applied for this project for several reasons. The project aimed to develop a series of 12 puzzle boxes with associated stories and teaching materials that would enable teachers to create mobile Escape Rooms for their students. Mobile Escape Rooms in education work to engage students in a fun and interactive way. They offer an innovative way to deliver learning content and can thus increase students' motivation. Escape rooms can be used to achieve various learning goals, such as promoting teamwork, problem-solving skills, creativity and logic. By playing Escape Rooms, students can also improve their communication skills and learn to work under time pressure. The mobile Escape Rooms can be used flexibly in different subjects and thus offer a varied and exciting supplement to classical lessons. In this way, a contribution should be made to be able to teach vocational training content in an innovative way.

Project partners (5)