<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Mapping students' temporal pathways in a computational thinking escape room</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Henriikka Vartiainen</string-name>
          <email>henriikka.vartiainen@uef.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sonsoles López-Pernas</string-name>
          <email>sonsoles.lopez@uef.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mohammed Saqr</string-name>
          <email>mohammed.saqr@uef.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Kahila</string-name>
          <email>juho.kahila@uef.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tuomo Parkki</string-name>
          <email>tuomo.parkki@uef.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matti Tedre</string-name>
          <email>matti.tedre@uef.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teemu Valtonen</string-name>
          <email>teemu.valtonen@uef.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Eastern Finland, School of Applied Educational Science and Teacher Education</institution>
          ,
          <addr-line>Joensuu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Eastern Finland, School of Computing</institution>
          ,
          <addr-line>Joensuu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This case study explored the applicability of sequence mining and process mining methods on qualitative video data of a group-based problem-solving situation. For the case study, audio and video data were collected from a pilot experience of an educational escape room, which was designed to practice the application of computational thinking (CT) skills. The escape room combined digital and physical affordances into CT puzzles and challenges. To examine processes and patterns of collaborative learning and problem-solving in the context of the CT escape room, video data from pre-service teachers' game activities were collected. A unique contribution of this case study is that it demonstrates how sequence and process mining methods can be applied to a type of qualitative content analysis often found in research on collaborative learning.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Computer science education</kwd>
        <kwd>educational escape rooms</kwd>
        <kwd>teacher education</kwd>
        <kwd>collaborative learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>One popular definition of escape rooms is, “live-action team-based games in which players
encounter challenges in order to complete a mission in a limited amount of time” [1]. Due to
their collaborative nature, educators have studied escape rooms as an environment to
practice teamwork-related skills such as collaboration, communication [2], [3], and
leadership [4], [5]. Educational escape rooms have been explored in a wide range of
disciplines to foster the development of domain-specific skills and knowledge [6]. In the
context of computer science, escape games have been used, for example, for teaching
computer networks and security [7], programming [8], [9], software modeling [10],
educational robotics [11] as well as for computational thinking competences [12].</p>
      <p>The growing interest behind educational escape rooms is fueled by their compatibility
with modern methods of learning such as computer-supported collaborative learning [13],
problem-based learning [14], and game-based learning [15]. According to theories of
collaborative learning [7], the process of problem-solving is organized into cyclical and
iterative actions, such as problem identification, questioning, analysis, and generating and
evaluating solutions. Moreover, the success of collaborative learning strongly relies on the
group’s patterns of interaction [17], and it has been shown that variations in interactional
processes lead to more or less productive collaboration [18]. Thus, the identification of the
group’s interaction patterns can facilitate an enhanced understanding of successful
collaboration [19] as well as understanding of what is needed in terms of game design to
support learners to become better collaborators and problem solvers.</p>
      <p>Despite the increasing evidence of the benefits of educational escape rooms, there is a lack
of exemplars on how to capture the complex process of learning and patterns of interaction
that emerge in escape room settings. Research on educational escape games has largely
focused on students’ perceptions [1,13] and knowledge advancement [14], but many
interactive processes at the foundation of collaborative learning remain to be underexplored
in the context of educational escape rooms. However, in these activities, students’ actions,
choices, and interactions are intertwined with dynamic social and environmental conditions,
which also calls for new methodological solutions for tracing socially and materially
mediated patterns of interaction emerging in escape rooms.</p>
      <p>This case study presents a pilot study of an educational escape room conducted in a
teacher education course at the University of Eastern Finland. The educational escape room
was designed to practice computational thinking (CT) skills through puzzles that
incorporated CT challenges and combined digital and physical affordances. To examine
processes and patterns of collaborative learning and problem-solving in the specific context
of the CT escape room, we collected video data from pre-service teachers’ game activities.
The aim of this case study is to demonstrate a proof-of-concept how sequence and process
mining methods can be applied to a type of qualitative content analysis often found in
research on collaborative learning. The study uses sequence mining to extract insights from
time-ordered temporal data [21], and process mining to extract insights from time-ordered
event logs [22]. These two methods (process and sequence mining) are often combined [23],
[24] to study the multifaceted nature of the temporality of students’ activities. To our
knowledge, escape room activities have not been analyzed using these methods before. In
addition to a methodological proof-of-concept, the study also presents new insights into the
process of collaborative learning and problem-solving in escape room settings.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Context and description of the educational escape room</title>
      <p>The context of this study is an escape room game designed to practice computational
thinking (CT) skills. The game design combined interdisciplinary expertise from University
of Eastern Finland’s School of Education, from the educational technology research group in
the Faculty of Science and Forestry, and experts on computational thinking education in the
School of Computing. The game was implemented in the university's Sm4rt LOC escape room
laboratory that comprises escape rooms equipped with monitoring and sensor equipment, as
well as a separate monitoring room (for more detailed description, see [25].</p>
      <p>In the background story of the game, aimed for K-12 education, the ancestors of the
players have sent 80,000 hibernated children to the heavily polluted Earth’s orbit for the
survival of humankind. After centuries have passed and pollution levels have dropped, the
computer wakes up a group of children (the players). The players’ task is to prepare the
spaceship for their return to Earth by solving a number of critical technical problems. The
game's puzzles consist of physical puzzles and digital mini-games running on Android tablets
and a game server monitoring game progress (Fig. 1). All puzzles involve some CT-related
tasks designed to practice, for example, the idea of step-wise, deterministic program
execution and understanding of binary logic and bit flips, or to familiarize the participants
with the shortest-route problem (Fig. 2). Kahila et al. [26] provides a more detailed description
of an earlier version of the game design.
Twenty-four pre-service teachers (education students in a teacher training programme)
participated in the case study in spring 2021. The students (N=24) were grouped into six
teams, and they were given a short introduction to the game. While the escape room game
was part of their studies, participation in research was voluntary. Before the game, the
students were informed about the aims of this study, and all gave their informed consent to
use the data collected. The analysis of the present case study focused on actions of one
fourmember team (two females, two males). This group was selected because the team was the
quickest at solving the escape room puzzles, indicating successful collaboration.
2.3.</p>
    </sec>
    <sec id="sec-4">
      <title>Data collection</title>
      <p>All six escape room game sessions were videotaped, and conversations recorded (Fig. 3). The
groups spent between 35 and 57 minutes in the escape room, yielding 4 hours and 29 minutes
of video data. In addition, the groups were interviewed after the game. In these group
interviews, a number of questions were intended to capture students' game experiences as
well as their experiences of teamwork. Video data and interview data were transcribed
verbatim.</p>
    </sec>
    <sec id="sec-5">
      <title>2.4. Data analysis</title>
    </sec>
    <sec id="sec-6">
      <title>2.4.1. Qualitative analysis</title>
      <p>The data analysis began by watching the videotaped game and reading the audio transcripts
from the game. This round of analysis showed that the group was engaged and their
interaction was very embedded by nature. The students spent time observing, searching, and
discussing environmental hints, and verbal utterances were short and content-specific. This
required that transcribed verbal actions were interpreted with the help of video data that
provided context for each utterance.</p>
      <p>Silent observation of the space, seeking hints
Asking questions, triggering interaction or further inquiry
Verbal responses that are clearly related to the previous
utterance(s) and are rather short without particular new
content</p>
      <p>Analyzing ideas, problems, environmental hints, or other
cues</p>
      <p>Experimenting, testing or evaluating puzzle solution
Giving instructions or helping other(s)
Coordinating teamwork, e.g., by dividing tasks</p>
      <p>The data were then analyzed using qualitative content analysis [27]. The unit of analysis
was an utterance, i.e., one line of transcript. The analysis proceeded iteratively, where the
coding began with a set of theory-driven codes derived from the literature on collaborative
learning [16], [28], and the set of codes was complemented with data-driven codes that
emerged from the video data analysis. The codes were mutually exclusive so that the
utterance could represent only certain primary verbal actions, reflecting the problem-solving
action at hand. A total of 441 utterances from the group were coded.</p>
      <p>Sometimes the whole group worked together, but at times they also divided tasks and
worked separately. Thus, in the analysis social setting and focus of attention were used to
determine the social context of every utterance: who was speaking and whether that verbal
contribution was part of whole group actions or not. Table 1 presents the coding scheme
applied for analyzing students’ learning actions in the escape room setting.</p>
    </sec>
    <sec id="sec-7">
      <title>2.4.2. Quantitative analysis</title>
      <p>The transcripts of gameplay data were cleaned, prepared, and analyzed using methods from
learning analytics. The sequential and temporal aspects of students’ actions were analyzed
using sequence and process mining. Sequence mining is particularly useful for extracting
insights from time-ordered data [21]. Therefore, it was well suited for analyzing the sequence
of actions in the escape room. Sequence index plots were used to represent the sequence of
each student’s actions during gameplay. Index plots were used to represent each student’s
sequence of actions as stacked bars of color-coded blocks, where each block is a single action.
The index plots were created using the TraMineR R package [21]. Process mining is useful
for discovering, visualizing, and representing the process of students’ learning. It has been
frequently used with sequence mining to model students’ time management strategies [23]
or their learning process when faced with tasks like programming assignments [24] or
academic writing tasks [29]. Two types of process mining were used: frequency-based
process mining and stochastic process mining. In frequency-based process mining, nodes of
a graph represent the fraction of times that an action was performed and edges represent the
percentage of times the transition between two action occurred. In stochastic process
mining, transitions represent the first order Markov (FOM) transition probability from an
action to another. Frequency-based process mining was used to model the process of
individual/group-based actions, while stochastic process mining was used to model the
significant probabilities between actions where no distinction between individual and
combined actions was made.</p>
    </sec>
    <sec id="sec-8">
      <title>3. Results</title>
      <p>The results of sequence mining offered valuable insights on students’ order of actions in the
escape room. The index plot (Fig. 4) represents the sequence of each of the four students’
actions as a horizontal bar in which each colored block represents a separate action. The
xaxis indicates the order in which each action was implemented by a given student during the
escape room game. A longer sequence indicates that a student consecutively repeated the
same action multiple times. Fig.4 shows that students 1 and 2 were very active during the
whole game, especially when the group was working together. Student 1 also led the
regulation of joint actions, for example, by dividing tasks. Moreover, students 1 and 2 played
a very active role when the group was solving digital minigames, while students 3 and 4 were
mostly observing the actions of the active two. The initial actions of students 1 and 2 were
dominated by analysis, followed (in sequence) by asking and experimenting. Students 3 and
4 had an initial start with diverse actions, followed by experimenting. It is also notable that
students 3 and 4 were more active when the group was solving physical (non-digital) puzzles.
Moreover, while students 3 and 4 were less active in verbalizing their actions and oftentimes
were mainly responding to the initiatives of others, they still participated in and engaged in
joint actions.</p>
      <p>Fig. 5 illustrates the process map of the CT escape room actions (Fig. 5), extracted by
process mining. Group activities were valued in the group: The most frequent actions in the
escape room were experimenting and responding in a group (15.7% of total actions each).
Asking questions was, unsurprisingly, most of the time followed by responding (36.6% of
following actions), and less often by analyzing (21.9%). Responding was also followed by
analyzing (33.8%), and analyzing was followed by responding in comparable frequency (31%).
Students performed most of the actions as a group, as can be noted from the higher
frequency of actions in the rightmost part of the process map. Divided actions (carried out
individually or in pairs) were less frequent and were dominated by experimenting (13.9% of
all actions), asking (10.4%), and responding (9.2%). There were few transitions between
actions performed as a group and actions performed divided and vice versa. Analyzing as a
group was occasionally followed by splitting and analyzing while divided (5.2%), and so was
instructing as a group (7.1%). On the contrary, responding while divided was the only divided
action that was followed by students reuniting as a group to analyze together (10% of the
time).</p>
      <p>At the beginning of the process, the group divided and observed the environment. The
transition to asking questions emerged when student 1 presented a question derived from
observation of the environment. This question also attracted the attention of others and the
group joined together:</p>
      <p>Student 1: I was just thinking that if the time is running here that should we first stop this self-destruction?
(Asking)
Student 2: Yeah, maybe (Responding)
Student 1: Here is a key. It was found next to it (Analyzing)
Student 3: Yeah (Responding)</p>
      <p>Student 1: and it seems that it goes there (Analyzing)</p>
      <p>Joint analysis of the problem-situation at hand led to exploration around physical puzzles
and at this point, the group was again divided as students 1 and 4 were solving their own
puzzle while students 2 and 3 were exploring another object. The following extract depicts
how analyzing in a group was followed by analyzing the environmental hints individually.
First, student 1 proposes that the group needs a new key to solve that particular physical
puzzle and then, other members went to look for more hints. At this point, analysis of the
environmental hints continued individually, and students talked about different material
artefacts that they had discovered, such as plush toys, a UV-light and a box filled with more
artefacts. However, when student 1 found a crucial hint under the table, a letter, the group
joined again, and they began to analyze that letter together.</p>
      <p>Student 1: Transmitter, so we need a new key to this transmitter (Analyzing)
Student 2: No, it does go like that (Analyzing)
Student 1: This is probably crucial (Analyzing)
[the group is divided]
Student 2: I don't know if these plush toys are some kind of bluffing (Analyzing)
Student 1: They can be bluffing (Analyzing)
Student 4: Yeah (Responding)
Student 4: It's so dark here that you can't see anything here (Analyzing)
Student 2: we have an flashlight (Analyzing)
Student 4: Here is some box filled with stuff...is this important? (Asking)
Student 1: What do we have here? (Asking)
Student 4: Oops (Analyzing)
Student 4: UV -light (Analyzing)
Student 1: Some letter to loved ones (Analyzing)
Student 2: We have UV -light (Analyzing)
Student 4: Yeah (Responding)
[Student 1 starts reading aloud the letter he found, and the group joins again]
Student 1: “Hi, this is a common greeting from our parents to you, the last representatives of mankind, with a
heavy mind we are writing to you this farewell, this farewell message, because we will never see you again. But
if you read this you have awakened and so there is hope….”</p>
      <p>After the physical puzzles were solved, the group proceeded to digital minigames and, at
this point, the team came together again. The following extract depicts how actions of
experimentation around CT mini puzzles were mostly driven by the loop of contributions of
students 1 and 2, although students 3 and 4 were also focused on the same object of action:
Student 2: That is, like that, like that, like that, then it is there, then like that, like that, like that, like that, like
that, like that, like that, now, wait, to move just once, move once (Experimenting)
Student 1: Yes I will look how, let's take that pattern up (Experimenting)
Student 2: So, no, this top does not move, so the lowest move now (Experimenting)
Student 1: Yeah and now this moves (Experimenting)
Student 2: So, there is that whole (Experimenting)
Student 1: Yes (Responding)
Student 2: Okay, then just like that, like that, then, like that, like that, like that and like that, like that, like that
(Experimenting)</p>
      <p>While the frequency-based process map shows the ratios and frequencies of actions and
their transitions, the FOM process map (Fig. 6) shows the statistically significant probable
transitions (first order transition probabilities; t.p.). Asking was a common first order
transition from all other actions, especially from observing (t.p. = 0.33), which highlights the
central importance of inquiry in the process of playing in the escape room. Similarly,
analyzing and responding were common transitions from most of the other actions.
However, analyzing was only followed by experimenting (t.p. = 0.11), asking (t.p. = 0.14) or
responding (t.p. = 0.24), and often led to further analyzing (t.p. = 0.44). Similarly,
experimenting was only followed by asking (t.p. = 0.16) or responding (t.p. = 0.16), and often
led to further experimenting (t.p. = 0.58).</p>
    </sec>
    <sec id="sec-9">
      <title>4. Discussion and conclusion</title>
      <p>While considerable attention has been given to studying and improving collaborative
learning, the mechanisms of social interaction and patterns of action are still not fully
understood [19]. Many processes at the foundation of collaborative learning are invisible,
non-linear and temporal by nature, and thus, very challenging to capture and understand
with traditional methods and instrumentation [30]. While advances in computational
methods, such as in learning analytics, have provided new tools for researchers to examine
students’ activities, relations, and social interaction in unprecedented scale and detail [31],
capturing face-to-face interactions in dynamic conditions, such as in escape rooms, calls for
novel methodological solutions.</p>
      <p>The current study contributes to the earlier studies on collaborative learning by
demonstrating how sequence and process mining methods can be applied to a type of
qualitative content analysis often found in educational research. The results from process
mining and sequence mining indicated that successful gameplay in CT escape room setting
engaged students to many activities that characterize the principles of collaborative learning
and problem-solving [13], [14], [16]. The analysis of the evolving gameplay process revealed
significant transition-related key activities of problem solving, including observing,
questioning, analyzing, and experimenting. During the activities, the team regulated their
activities as well as supported the participation of other team members, for example, by
giving instructions and actively responding to the initiatives and questions of others.</p>
      <p>Analyzing students’ actions and conversations recorded during the escape room allowed
us to closely follow the learning process and to make sense, at a high level of detail, of each
situation that students faced while playing. But qualitative analysis alone does not enable
one to extract general conclusions of the learning process. By combining qualitative analysis
with process and sequence mining, we were able to “zoom out” of particular moments in the
escape room and offer an overview of the gameplay dynamics as a whole. Learning analytics
methods enable monitoring, tracking, and following the progression of gameplay, as well as
using summarizing visualizations that can enable instructors to see the whole learning
process in a single view. In particular, the sequence mining index plot provides a view of
sequential patterns of gameplay and of the evolution of the actions implemented by each
student throughout the game. Frequency-based process mining provides a view of the
frequency of actions, the balance between divided vs. group work, as well as the transitions
among them. Lastly, probabilistic process mining (FOM) provides a view of which transitions
are most probably significant from “random”. Recent research in the learning analytics
domain points to the importance of combining process mining algorithms (i.e., FOM, and
frequency based) to obtain a holistic picture of the analyzed process [32].</p>
      <p>Qualitative results suggested that the CT escape room provided a unique environment to
explore some basic CT concepts through the exercise of teamwork-related skills [19,28]. The
results further confirmed that approaching computing skills through educational escape
room can positively impact student engagement [8], also in the case of pre-service teachers.
We hope that if pre-service teachers have positive experiences on learning CT through
collaborative activities, those positive experiences may encourage them to develop their skills
further and to teach CT in innovative manner in their future profession. Yet, it is worth
pointing out that although this study provided evidence that educational escape room can
support collaborative learning and problem solving, it has not assessed how pre-service
teachers CT skills developed during the joint activities. Therefore, an interesting future line
of research would be to study how and in what ways understanding of domain knowledge
develops during the collaborative learning situated in the context of escape rooms.</p>
      <p>While the limitation of the present study is that it analyzed only one successful group, it
demonstrated the potential of learning analytics methods in studying learners’ activities and
interactions in an escape room context. In the future, a complete analysis of all teams can
deepen our insights on the diversity of processes and patterns of collaborative learning and
problem solving in escape room settings. Although further methodological development and
collection of data across different target groups are needed, researchers aiming to trace
temporal and sequential aspects of collaborative learning could find guidance in the methods
demonstrated in this study.</p>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgments</title>
      <p>The authors thank the January Collective for their altruistic support as well as for the original
idea for this study.
[2] R. Pan, H. Lo, and C. Neustaedter, “Collaboration, awareness, and communication in
real-life escape rooms,” in DIS 2017 - Proceedings of the 2017 ACM Conference on
Designing Interactive Systems, 2017, pp. 1353–1364. doi: 10.1145/3064663.3064767.
[3] H. Warmelink et al., “AMELIO: Evaluating the team-building potential of a mixed
reality escape room game,” in Extended Abstracts Publication of the Annual Symposium
on Computer-Human Interaction in Play (CHI PLAY ’17), 2017, pp. 111–123. doi:
10.1145/3130859.3131436.
[4] C. M. Baker, G. Crabtree, and K. Anderson, “Student pharmacist perceptions of
learning after strengths-based leadership skills lab and escape room in pharmacy
practice skills laboratory,” Currents in Pharmacy Teaching and Learning, vol. 12, no. 6,
pp. 724–727, 2020, doi: 10.1016/j.cptl.2020.01.021.
[5] C. Wu, H. Wagenschutz, and J. Hein, “Promoting leadership and teamwork
development through Escape Rooms,” Medical Education, vol. 52, no. 5, pp. 561–562,
2018, doi: 10.1111/medu.13557.
[6] A. Veldkamp, L. van de Grint, M. C. P. J. Knippels, and W. R. van Joolingen, “Escape
education: A systematic review on escape rooms in education,” Educational Research
Review, vol. 31, 2020, doi: 10.1016/j.edurev.2020.100364.
[7] C. Borrego, C. Fernández, I. Blanes, and S. Robles, “Room escape at class: Escape games
activities to facilitate the motivation and learning in computer science,” Journal of
Technology and Science Education, vol. 7, no. 2, pp. 162–171, 2017, doi: 10.3926/jotse.247.
[8] S. Lopez-Pernas, A. Gordillo, E. Barra, and J. Quemada, “Examining the Use of an
Educational Escape Room for Teaching Programming in a Higher Education Setting,”
IEEE Access, vol. 7, pp. 31723–31737, 2019, doi: 10.1109/ACCESS.2019.2902976.
[9] S. Lopez-Pernas, A. Gordillo, E. Barra, and J. Quemada, “Analyzing Learning
Effectiveness and Students’ Perceptions of an Educational Escape Room in a
Programming Course in Higher Education,” IEEE Access, vol. 7, pp. 184221–184234,
2019, doi: 10.1109/ACCESS.2019.2960312.
[10] A. Gordillo, D. Lopez-Fernandez, S. Lopez-Pernas, and J. Quemada, “Evaluating an
Educational Escape Room Conducted Remotely for Teaching Software Engineering,”
IEEE Access, vol. 8, pp. 225032–225051, 2020, doi: 10.1109/ACCESS.2020.3044380.
[11] G. Christian et al., “Exploring Escape Games as a Teaching Tool in Educational
Robotic,” in Educational Robotics in the Context of the Maker Movement, M. Moro, D.</p>
      <p>Alimisis, and L. Locchi, Eds. Cham: Springer International Publishing, pp. 95–106.
[12] D. Menon, M. Romero, and T. Viéville, “Computational thinking development and
assessment through tabletop escape games,” International Journal of Serious Games,
vol. 6, no. 4, pp. 3–18, 2019, doi: 10.17083/ijsg.v6i4.319.
[13] P. Dillenbourg, S. Järvelä, and F. Fischer, “The Evolution of Research on
ComputerSupported Collaborative Learning,” in Technology-Enhanced Learning: Principles and
Products, N. Balacheff, S. Ludvigsen, T. de de Jong, A. Lazonder, and S. Barnes, Eds.</p>
      <p>Netherlands: Springer, 2009, pp. 3–19.
[14] D. H. Jonassen and W. Hung, “All Problems are Not Equal: Implications for
ProblemBased Learning,” Interdisciplinary Journal of Problem-Based Learning, vol. 2, no. 2, 2008,
doi: 10.7771/1541-5015.1080.
[15] D. W. Shaffer, K. R. Squire, R. Halverson, and J. P. Gee, “Video games and the future of
learning,” Phi Delta Kappan, vol. 87, no. 2, pp. 105–111, 2005.
[16] A. Csanadi, B. Eagan, I. Kollar, D. W. Shaffer, and F. Fischer, “When
coding-andcounting is not enough: using epistemic network analysis (ENA) to analyze verbal data
in CSCL research.,” International Journal of Computer-Supported Collaborative
Learning, vol. 13, no. 4, pp. 419–438, 2018, [Online]. Available:
http://proxy.libraries.smu.edu/login?url=http://search.ebscohost.com/login.aspx?dire
ct=true&amp;db=eue&amp;AN=133377729&amp;site=ehost-live&amp;scope=site%0A10.1007/s11412018-9292-z
[17] G. Stahl and F. Hesse, “Social practices of computer-supported collaborative learning,”
International Journal of Computer-Supported Collaborative Learning, vol. 1, no. 4, pp.
409–412, 2006, doi: 10.1007/s11412-006-9004-y.
[18] B. Barron, “When smart groups fail,” Journal of the Learning Sciences, vol. 12, no. 3, pp.</p>
      <p>307–359, 2003, doi: 10.1207/S15327809JLS1203_1.
[19] N. Miyake and P. A. Kirschner, “The social and interactive dimensions of collaborative
learning,” in The Cambridge Handbook of the Learning Sciences, Second Edition, R. K.
Sawyer, Ed. New York: Cambridge University Press, 2014, pp. 418–438. doi:
10.1017/CBO9781139519526.026.
[20] V. Adams, S. Burger, K. Crawford, and R. Setter, “Can You Escape? Creating an Escape
Room to Facilitate Active Learning,” Journal for Nurses in Professional Development,
vol. 34, no. 2, pp. E1–E5, 2018, doi: 10.1097/NND.0000000000000433.
[21] A. Gabadinho, G. Ritschard, N. S. Müller, and M. Studer, “Analyzing and Visualizing
State Sequences in R with TraMineR,” Journal of Statistical Software, vol. 40, no. 4, pp.
1–37, 2011.
[22] C. Romero and S. Ventura, “Educational data science in massive open online courses,”
Wiley Interdisciplinary Reviews: Data Mining and Knowledge Discovery, vol. 7, no. 1,
2017, doi: 10.1002/widm.1187.
[23] N. A. A. Uzir, D. Gaševic, J. Jovanovic, W. Matcha, L. A. Lim, and A. Fudge, “Analytics
of time management and learning strategies for effective online learning in blended
environments,” in Proceedings of the Tenth International Conference on Learning
Analytics &amp; Knowledge, 2020, pp. 392–401. doi: 10.1145/3375462.3375493.
[24] S. López‐pernas, M. Saqr, and O. Viberg, “Putting it all together: Combining learning
analytics methods and data sources to understand students’ approaches to learning
programming,” Sustainability, vol. 13, no. 9, 2021, doi: 10.3390/su13094825.
[25] V. Tahvanainen, S. Nenonen, and T. Harjula, “Implementation of Digital and Physical
Learning Environment to 21st Century Skills - Case Escape Room in the University of
Eastern Finland,” in Research Papers: The 20th EuroFM Research Symposium, 2021, pp.
112–121.
[26] J. Kahila et al., “Escape Room Game for CT Learning Activities in the Primary School,”
in Koli Calling ’20: Proceedings of the 20th Koli Calling International Conference on
Computing Education Research, 2020, pp. 1–5. doi: 10.1145/3428029.3428063.
[27] M. T. H. Chi, “Quantifying Qualitative Analyses of Verbal Data: A Practical Guide,”
Journal of the Learning Sciences, vol. 6, no. 3, pp. 271–315, 1997, doi:
10.1207/s15327809jls0603_1.
[28] S. Hennessy and P. Murphy, “The Potential for Collaborative Problem Solving in
Design and Technology,” International Journal of Technology and Design Education,
vol. 9, no. 1, pp. 1–36, 1999, doi: 10.1023/A:1008855526312.
[29] W. Peeters, M. Saqr, and O. Viberg, “Applying learning analytics to map students’
selfregulated learning tactics in an academic writing course,” in Proceedings of the 28th
International Conference on Computers in Education, 2020, vol. 1, pp. 245–254.
[30] S. Järvelä, H. Järvenoja, and J. Malmberg, “Capturing the dynamic and cyclical nature
of regulation: Methodological Progress in understanding socially shared regulation in
learning,” International Journal of Computer-Supported Collaborative Learning, vol. 14,
no. 4, 2019, doi: 10.1007/s11412-019-09313-2.
[31] M. Berland, R. S. Baker, and P. Blikstein, “Educational data mining and learning
analytics: Applications to constructionist research,” Technology, Knowledge and
Learning, vol. 19, no. 1–2, pp. 205–220, 2014, doi: 10.1007/s10758-014-9223-7.
[32] J. Saint, Y. Fan, S. Singh, D. Gasevic, and A. Pardo, “Using process mining to analyse
self-regulated learning: A systematic analysis of four algorithms,” in LAK21: 11th
International Learning Analytics and Knowledge Conference, 2021, pp. 333–343. doi:
10.1145/3448139.3448171.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <given-names>S.</given-names>
            <surname>Nicholson</surname>
          </string-name>
          , “
          <article-title>Peeking Behind the Locked Door: A Survey of Escape Room Facilities</article-title>
          ,” White Paper, pp.
          <fpage>1</fpage>
          -
          <lpage>35</lpage>
          ,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>