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Exploring escape games as a teaching tool in educational robotics

Exploring escape games as a teaching tool in educational robotics
Exploring escape games as a teaching tool in educational robotics
In the past years, educational escape games have raised interest in researchers and educators as a new game-based learning approach to break out from the traditional classroom routine. Recent work has demonstrated that educational escape games elicit high motivation and engagement on the part of the participants. Moreover, it has been shown that many participants experienced flow, a state of mind, which has been considered as beneficial for successful learning. However, due to its novelty, studies on the educational significance of such activities still appear to be sparse. In this work, we investigated whether escape games can be used as a teaching tool in the context of educational robotics, since both can be situated in the pedagogical currents of social-constructivism. To this end, we developed a prototype of an escape game using the educational robot Thymio and the visual programming language VPL and tested it with 61 subjects. Both quantitative and qualitative results showed that most participants highly appreciated the activity and agreed on the game’s usability for teaching. Moreover, a great majority agreed on having experienced flow while playing. We, therefore, suggest that escape games provide a favorable framework for educational robotic activities, promoting particularly self-regulated and collaborative learning.
Constructivism, Educational robotics, Game-based learning
95-106
Springer
Giang, Christian
2f4675f6-0950-4311-9794-cfbce506d30a
Chevalier, Morgane
f0ccc512-0181-4f89-93df-9c21a875c69b
Negrini, Lucio
5cd25225-c928-4df5-a424-54d84ca81cef
Peleg, Ran
99135615-235e-4bd3-a58e-12bab19fdd8c
Bonnet, Evgeniia
e4a0b81e-052f-4236-be58-214da022cf34
Piatti, Alberto
122460a3-aa32-4228-b186-c4a4a2b13d5d
Mondada, Francesco
eb9ac8aa-33ba-4314-896c-f3fd778da996
Moro, Michele
Alimisis, Dimitris
Iocchi, Luca
Giang, Christian
2f4675f6-0950-4311-9794-cfbce506d30a
Chevalier, Morgane
f0ccc512-0181-4f89-93df-9c21a875c69b
Negrini, Lucio
5cd25225-c928-4df5-a424-54d84ca81cef
Peleg, Ran
99135615-235e-4bd3-a58e-12bab19fdd8c
Bonnet, Evgeniia
e4a0b81e-052f-4236-be58-214da022cf34
Piatti, Alberto
122460a3-aa32-4228-b186-c4a4a2b13d5d
Mondada, Francesco
eb9ac8aa-33ba-4314-896c-f3fd778da996
Moro, Michele
Alimisis, Dimitris
Iocchi, Luca

Giang, Christian, Chevalier, Morgane, Negrini, Lucio, Peleg, Ran, Bonnet, Evgeniia, Piatti, Alberto and Mondada, Francesco (2020) Exploring escape games as a teaching tool in educational robotics. Moro, Michele, Alimisis, Dimitris and Iocchi, Luca (eds.) In EDUROBOTICS 2018 : International Conference Educational Robotics 2018. vol. 946, Springer. pp. 95-106 . (doi:10.1007/978-3-030-18141-3_8).

Record type: Conference or Workshop Item (Paper)

Abstract

In the past years, educational escape games have raised interest in researchers and educators as a new game-based learning approach to break out from the traditional classroom routine. Recent work has demonstrated that educational escape games elicit high motivation and engagement on the part of the participants. Moreover, it has been shown that many participants experienced flow, a state of mind, which has been considered as beneficial for successful learning. However, due to its novelty, studies on the educational significance of such activities still appear to be sparse. In this work, we investigated whether escape games can be used as a teaching tool in the context of educational robotics, since both can be situated in the pedagogical currents of social-constructivism. To this end, we developed a prototype of an escape game using the educational robot Thymio and the visual programming language VPL and tested it with 61 subjects. Both quantitative and qualitative results showed that most participants highly appreciated the activity and agreed on the game’s usability for teaching. Moreover, a great majority agreed on having experienced flow while playing. We, therefore, suggest that escape games provide a favorable framework for educational robotic activities, promoting particularly self-regulated and collaborative learning.

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More information

e-pub ahead of print date: 25 December 2019
Published date: 2020
Additional Information: Publisher Copyright: © Springer Nature Switzerland AG 2020.
Keywords: Constructivism, Educational robotics, Game-based learning

Identifiers

Local EPrints ID: 437972
URI: http://eprints.soton.ac.uk/id/eprint/437972
PURE UUID: 2468ee45-64e3-48b8-8e60-a558dcc733f2
ORCID for Ran Peleg: ORCID iD orcid.org/0000-0002-9184-6030

Catalogue record

Date deposited: 25 Feb 2020 17:30
Last modified: 08 Sep 2022 02:08

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Contributors

Author: Christian Giang
Author: Morgane Chevalier
Author: Lucio Negrini
Author: Ran Peleg ORCID iD
Author: Evgeniia Bonnet
Author: Alberto Piatti
Author: Francesco Mondada
Editor: Michele Moro
Editor: Dimitris Alimisis
Editor: Luca Iocchi

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