The co-creation of a digital escape room designed to develop students’ digital confidence

Authors

DOI:

https://doi.org/10.24377/LJMU.jsml.article713

Keywords:

GBL, escape room, induction

Abstract

In this paper we set out the design and delivery of a digital, text-based escape room designed to provide a virtual induction and help to build students’ digital confidence. We begin by briefly explaining the reasoning behind our choice of game and platform and describing the staff-student partnership that delivered the project. We then describe the game itself, providing examples of some of the tasks, and showing how we embedded this in a large undergraduate class. We talk through our experiences of the process and present the results of the student evaluation and feedback. We end by reflecting on our experience and giving some practical suggestions for practitioners wishing to adapt this game for use in their own teaching. 

Published

2024-08-13