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Escape Room as Game-Based Learning Process: Causation - Effectuation Perspective

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dc.contributor.author Järveläinen, Jonna
dc.contributor.author Paavilainen - Mäntymäki, Eriikka
dc.date.accessioned 2019-01-02T23:53:09Z
dc.date.available 2019-01-02T23:53:09Z
dc.date.issued 2019-01-08
dc.identifier.isbn 978-0-9981331-2-6
dc.identifier.uri http://hdl.handle.net/10125/59587
dc.description.abstract Commercial escape rooms have provided inspiration for an increasing number of educational escape rooms, where students use their learning to solve problems and “escape” a room in a certain time. However, only few escape room studies have been published in the game-based learning research area, although it has been interested also in learning processes. In this study, we apply causation – effectuation theory to observe the learning processes of three student teams solving tasks in an escape room context. The escape room was part of an information systems science research methods course, where the learning process of 18 international students were observed on video recordings. Different learning processes were observed in the teams and causation – effectuation theory explained for example the experimental or instruction following team behavior.
dc.format.extent 10 pages
dc.language.iso eng
dc.relation.ispartof Proceedings of the 52nd Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Gamification
dc.subject Decision Analytics, Mobile Services, and Service Science
dc.subject escape rooms, causation effectuation theory, experiential learning, teaching method, video observation
dc.title Escape Room as Game-Based Learning Process: Causation - Effectuation Perspective
dc.type Conference Paper
dc.type.dcmi Text
dc.identifier.doi 10.24251/HICSS.2019.178
Appears in Collections: Gamification


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