Abstract
The higher education landscape has transformed significantly due to
the COVID-19 pandemic, encouraging a rapid transition to online and hybrid
education modes via digital technologies. Game-based learning, particularly
educational escape rooms, has emerged as a valuable tool in STEM subjects,
positively impacting student motivation, learning outcomes, and engagement. In
architecture education, the use of gamification and serious gaming presents
unique challenges in bridging theoretical knowledge and professional practice.
This study explores the potential of digital educational escape rooms (DEERs)
in architecture education and collaborative practice, aiming to enhance students'
engagement, motivation, creativity, collaboration, and problem-solving skills.
The research seeks to address two main questions: what methods are used to
evaluate the outcomes of DEERs in architecture education, and how DEERs
impact students' motivation, collaboration, creativity, and problem-solving to
link theoretical knowledge with professional practice? A qualitative thematic
analysis of 20 articles published from 2016 to 2023 reveals DEERs' growing
popularity as a learning tool in architecture education. It underscores the importance
of further research to explore how DEERs can better prepare students
for professional practice and address global challenges.
the COVID-19 pandemic, encouraging a rapid transition to online and hybrid
education modes via digital technologies. Game-based learning, particularly
educational escape rooms, has emerged as a valuable tool in STEM subjects,
positively impacting student motivation, learning outcomes, and engagement. In
architecture education, the use of gamification and serious gaming presents
unique challenges in bridging theoretical knowledge and professional practice.
This study explores the potential of digital educational escape rooms (DEERs)
in architecture education and collaborative practice, aiming to enhance students'
engagement, motivation, creativity, collaboration, and problem-solving skills.
The research seeks to address two main questions: what methods are used to
evaluate the outcomes of DEERs in architecture education, and how DEERs
impact students' motivation, collaboration, creativity, and problem-solving to
link theoretical knowledge with professional practice? A qualitative thematic
analysis of 20 articles published from 2016 to 2023 reveals DEERs' growing
popularity as a learning tool in architecture education. It underscores the importance
of further research to explore how DEERs can better prepare students
for professional practice and address global challenges.
Original language | English |
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Title of host publication | Advances in the Integration of Technology and the Built Environment |
Subtitle of host publication | Select Proceeding of Architecture Across Boundaries 2024 |
Place of Publication | Singapore |
Publisher | Springer Singapore |
Publication status | Accepted/In press - 15 Apr 2024 |
Event | THE 2ND INTERNATIONAL CONFERENCE ON ARCHITECTURE ACROSS BOUNDARIES - Suzhou, China Duration: 30 Aug 2024 → 1 Sept 2024 https://www.xjtlu.edu.cn/en/architecture-across-boundaries-2024 |
Publication series
Name | Lecture Notes in Civil Engineering |
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Publisher | Springer Singapore |
Conference
Conference | THE 2ND INTERNATIONAL CONFERENCE ON ARCHITECTURE ACROSS BOUNDARIES |
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Country/Territory | China |
City | Suzhou |
Period | 30/08/24 → 1/09/24 |
Internet address |
Keywords
- Architectural Education
- Digital game-based learning
- Digital Educational Escape Rooms