Literaturnachweis - Detailanzeige
Autor/inn/en | Wiemker, Markus; Elumir, Errol; Clare, Adam |
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Titel | Escape room games. "Can you transform an unpleasant situation into a pleasant one?" |
Quelle | Aus: Haag, Johann (Hrsg.); Weißenböck, Josef (Hrsg.); Gruber, Wolfgang (Hrsg.); Freisleben-Teutscher, Christian F. (Hrsg.): Game Based Learning - Dialogorientierung & spielerisches Lernen analog und digital. Beiträge zum 4. Tag der Lehre an der FH St.Pölten am 15.10. 2015. Brunn am Gebirge: ikon VerlagsGesmbH (2016) S. 55-68 |
Beigaben | Illustrationen |
Sprache | englisch |
Dokumenttyp | gedruckt; Sammelwerksbeitrag |
ISBN | 3-99023-411-0; 978-3-99023-411-2 |
Schlagwörter | Bildung; Spielerisches Lernen; Spiel; Schule; Didaktik; Unterrichtsgestaltung; Unterrichtsmethode; Unterricht; Impulsmethode; Hochschullehre; Konzeption |
Abstract | This paper looks at the current state of escape rooms and how players engage them. It also examines how escape rooms can be approached by players, including the skills involved in playing. This is why the authors look at puzzle types and paths in the design of the room for players. The theme of escape rooms can make a difference to the play experience (not all escape rooms require a physical escape), they have outlined some common themes. There are variations in the rooms that they address throughout the paper. The authors want to provide a cursory look into escape rooms in hopes that it will create a discourse (and further study) around escape rooms and how they can be used. The design of escape rooms is complex and how they are played can require equally complex deconstruction. As escape rooms rise in popularity, they are being used in new areas like education and corporate training. As they expand into these areas, the authors want to provide a framework for understanding escape rooms. (DIPF/Orig.). |
Erfasst von | DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation, Frankfurt am Main |
Update | 2023/1 |