
escape room: using a simple text-based game to promote business undergraduates’ digital self-reliance
Author(s) -
Matt Offord,
Sarah Honeychurch,
Nick Quinn,
Matthew Barr,
Helen Mullen
Publication year - 2022
Publication title -
journal of learning development in higher education
Language(s) - English
Resource type - Journals
ISSN - 1759-667X
DOI - 10.47408/jldhe.vi23.855
Subject(s) - simplicity , perspective (graphical) , narrative , computer science , simple (philosophy) , field (mathematics) , face (sociological concept) , mathematics education , multimedia , usability , psychology , human–computer interaction , sociology , artificial intelligence , mathematics , social science , linguistics , philosophy , epistemology , pure mathematics
This case study aims to highlight the ease of use and effectiveness of an escape room game by describing how it was implemented in an undergraduate business course. The case study demonstrates the simplicity of a straightforward text-based game and how this was used in a large course of online students. Our case study aims to present our experience of implementing the escape room game from a practical perspective. We add to our narrative some descriptive statistics from a student survey conducted after the game. The case study builds on existing work in this field by extending its use beyond small face-to-face sessions to a technique suitable for far larger classes in an online format.