Dienst van SURF
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Abstract Educational escape rooms (EERs) are live-action, team-based games used to teach content-related and generic knowledge and skills. Instead of students just playing the EER, we believed that giving them the opportunity to create their own EERs would augment the learning efects of this teaching method. We report on the feasibility, evaluation, and lessons learned of our assignment on an opioid epidemic-based EER. This original teaching method appealed to most students, but the workload was evaluated to be too high. Our lessons learned include the need for sufcient (extrinsic) motivation, careful explanation of the assignment, and small group sizes.
MULTIFILE
The UNLOCK project - Creativity through game-based learning at higher education – aims to equip HEIs to design, set and facilitate escape room games in their learning experiences, to foster the creativity and other entrepreneurial skills of HEI’s students.The UNLOCK project will provide the context, process and tools based on a new and innovative learning approach that stimulates entrepreneurial skills in both students and educators, aiming at strengthening employability, creativity and new professional paths.
Educational escape rooms (EERs) are increasingly used in education as learning innovations for non-digital and game-based learning (GBL) since EERs positively influence student motivation. They are common in educational fields where skills developments are vital such as STEM subjects and healthcare. However, EERs are marginally implemented in entrepreneurship education (EE) because there is a lack of evaluated design elements to guide the creation of EER in this context, which hampers their wider adoption. Therefore, in this study, we evaluated design elements for EERs in EE. We are particularly concerned with experiential EE since EERs are well suited for experiential learning. We used a research-through-design approach and created an EER based on 11 design elements derived from the literature on social cognitive theory, entrepreneurship competence, and gamification. We created and evaluated the EER in two cycles with two diverse groups of students at a university of applied sciences in the Netherlands. We contribute to the literature and practice of experiential EE by presenting evaluated design elements for EERs. We show which design elements work well and which do not. We also present a comprehensively designed EER that educational professionals can implement in their experiential EE programs.
Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.
In dit project doet Inholland samen met Nova College, MeerWaarde, Plangroep en de gemeente Haarlemmermeer verkennend participatief actieonderzoek naar een nieuwe preventieve werkwijze gericht op het bespreekbaar maken van schulden en stress onder jongeren tussen de 16 en 27 jaar. De schulden-en-stress-aanpak van MeerWaarde is niet eerder bij de doelgroep jongeren toegepast en vraagverlegenheid is niet eerder in dit verband onderzocht. Dit zijn vernieuwende aspecten in deze aanvraag. Vraagverlegenheid kan ertoe bijdragen dat jongeren niet over hun financiële problemen praten met anderen en schulden daardoor steeds hoger oplopen. Preventief werken wordt hierdoor bemoeilijkt. In dit project onderzoeken we op participatieve wijze hoe jongeren hun eigen vraagverlegenheid herkennen en erkennen als het gaat om het ervaren van geldstress, wat zij nodig hebben om hun hulpvraag aan anderen te articuleren en wat er nodig is om deze jongeren tijdig te ondersteunen. Dit levert nieuwe kennis op over de rol van vraagverlegenheid bij financiële problemen en biedt denkrichtingen voor nieuwe instrumenten en methodieken gericht op het bespreekbaar maken van geldstress bij jongeren. Met dit verkennend onderzoek bereiden we opschaling voor naar de regio’s Amsterdam en Rotterdam om die kennis, instrumenten en methodieken in een vervolgproject verder uit te werken.