Rodolphe Maurel
ESCAPE ROOM PEDAGOGY
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ESCAPE ROOM PEDAGOGY
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"Escape Rooms" are a form of entertainment1 that debuted in the 2010s that can be used, with some careful modifications, as a classroom pedagogy1.
In the usual escape room, several people are "locked" in a room pre-set with several overlapping puzzles1. Using clues1 they uncover around the room and their wits, the participants methodically solve1 each puzzle, often by opening various types of locks1 that contain further clues in succession, until the final lock releases1 them from the room. They are battling a clock (usually 60 minutes), but can ask for hints1 from a game host watching the action via video.
Since the entertainment versions of escape rooms use dedicated spaces (not to mention highly themed environments) and have much smaller numbers of participants than a typical classroom, several modifications1 must be undertaken to use escape rooms as a classroom pedagogy.
Most often, the emphasis of the educational escape room is not on the learning within the allotted time of the game itself, but rather in the reflective process1 within the debrief period. The game itself merely provided the mechanism1 for which to create a rich reflective process.
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