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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Escape boxes: bringing escape room experience into the classroom</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alice Veldkamp</string-name>
          <email>a.veldkamp@uu.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joke Daemen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stijn Teekens</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefan Koele- wijn</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Freudenthal Institute, Utrecht University</institution>
          ,
          <addr-line>Princetonplein 5, 3584 CC, Utrecht, The</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University Twente</institution>
          ,
          <addr-line>Drienerlolaan 5, Enschede</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Windesheim University of Applied Sciences</institution>
          ,
          <addr-line>Hospitaaldreef 5, 1315 RC Almere</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1863</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>The Netherlands</p>
      </abstract>
      <kwd-group>
        <kwd>escape rooms</kwd>
        <kwd>game-based learning</kwd>
        <kwd>problem-based learning</kwd>
        <kwd>collaborative learning</kwd>
        <kwd>student engagement</kwd>
        <kwd>hybrid learning spaces</kwd>
        <kwd>science education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Netherlands</p>
      <p>Extended abstract</p>
      <p>
        Escape rooms have been finding their way into education worldwide
        <xref ref-type="bibr" rid="ref2 ref7">(Breakout
EDU, 2018; Sanchez &amp; Plumettaz-Sieber, 2018)</xref>
        . Escape rooms are live-action
teambased games in which players encounter challenges in order to complete a quest in a
limited amount of time. The quests in the first-generation games were ‘escapes’ from
a room. Nowadays, the quests vary, players may solve a murder mystery or break into
a vault (Nicolson, 2015).
      </p>
      <p>
        Parallel to their immense popularity in the entertainment industry, escape rooms
are gaining popularity as teaching and learning environments. It is remarkable that the
design of the educational escape rooms started bottom-up with enthusiastic teachers
who have shared their materials on platforms, such as, Breakout EDU
        <xref ref-type="bibr" rid="ref2 ref7">(Breakout
EDU, 2018; Sanchez &amp; Plumettaz-Sieber, 2018)</xref>
        . Their aim is to create escape rooms
to explore an active learning environment which is said to increase pupils’ motivation
and/or engagement and fosters learning while using or developing team work and
communication skills
        <xref ref-type="bibr" rid="ref1 ref3 ref4">(e.g. Borrego, Fernández, Blanes, &amp; Robles, 2017; Cain, 2019;
Hermanns et al., 2017)</xref>
        .
      </p>
      <p>
        Apart from its educational potential, the escape room concept has the potential to
create hybrid learning spaces
        <xref ref-type="bibr" rid="ref9">(Trentin, 2016)</xref>
        ; emerging, amongst others, individual
and collaborative learning as well as physical and digital spaces (
        <xref ref-type="bibr" rid="ref5">Köppe, Nørgård, &amp;
Pedersen, 2017</xref>
        ;
        <xref ref-type="bibr" rid="ref8">Stommel, 2012</xref>
        ;
        <xref ref-type="bibr" rid="ref12">Zhang, 2008</xref>
        ).
      </p>
      <p>
        Acknowledging its educational potential, teachers have formulated limitations and
boundary conditions for escape rooms in education on aspects of pupils’ learning,
teachers’ guiding skills, and usability in classrooms, such as short set-up and
resettimes in between classes
        <xref ref-type="bibr" rid="ref10 ref3 ref4">(e.g. Cain, 2019; Hermanns et al., 2017; Veldkamp et al.,
2019, submitted)</xref>
        .
      </p>
      <p>In this design-based research, we explored the implementation of escape rooms in
education. Hereby, the leading research question was: how can the escape room
concept be adapted to education, taking into account limitations of educational settings
and boundary conditions set by teachers?</p>
      <p>The paper describes the process leading to the design criteria, the design process.
The resulting technology-enhanced escape boxes have become hybrid learning
spaces, merging individual and collaborative learning, as well as physical and digital
spaces, as seen in figure 1. The design of the box with assignments on each side,
wants to set students face to face to each other and require them to collaborate in the
physical world instead of being individually absorbed in a digital world.</p>
      <p>The preliminary results with the technology-enhanced escape boxes are promising.
The boxes meet the design criteria set. The exterior and content of boxes can be
reused and adapted by the teacher. The box with content-based puzzles, makes it more
feasible to set up, reset, and clear away an escape room in a limited time. Puzzles can
be developed in a way that learners recognize the knowledge and skills needed to
solve the content-based puzzles. The hybrid learning spaces in the form of
technology-enhanced escape boxes, succeed in putting learners in direct physical contact with
each other, stimulating them to collaborate in a physical world due to shape of the
boxes, and the organization and design of the puzzles. The puzzles required
combining information uncovered by different subgroups. The immersion into the game
context was enhanced by the digitally driven narrative. Learners can be confronted and
immersed in real world situations, such as socio-scientific issues, e.g. deadly zoonoses
or plastic soup. Structuring of the game through the digitally unfolding of the puzzles
and pre-set hints diminished help from the teacher. However, developing adequate
pre-set hints appears to be complex and it did not rule out the need for help.</p>
      <p>The paper discusses the playtest results, the role of the design criteria in the design
process, the escape box as a hybrid learning space and recommendations for
designing educational escape rooms.</p>
    </sec>
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