🎯 Escape Room: How to energise teaching through play 🚀

Seemingly playful activities such as the Escape Room offer many educational
possibilities at the same time.
The Escape Room consists of escaping from a closed room in a given period of time using the clues, evidence and elements that can be found in it, through Information and Communication Technologies and the Internet.
Implementing this activity in the digital environment allows to combine methodologies close to project-based learning and gamification, as well as touching on digital literacy.

The arrival of COVID-19, and the health crisis resulting from its global expansion, has dealt a blow to the traditional Escape Room, which has made the leap to the Internet to offer its users a similar experience but on the screen.

This digital version maintains many of its essential elements, such as puzzles, time limits and the possibility of playing alone or in a group.
They motivate students to learn certain subjects that are normally more difficult for them, thanks to meaningful and gamified learning.
Escape Rooms that require more than one player serve to activate their capacity for cooperation and social, linguistic and/or communicative skills, including information literacy.

Students can learn how to learn, because the narratives involve them solving the problems posed on their own, without further help.
The role of the teacher is also changing in favour of elements and attitudes related to this new context.
Although there are Escape Rooms designed for education, in other cases it will be necessary to adapt or create them according to the specificities of their students and their purposes.

#RXscape #VET #EducationalPossibilities #skills #GamifiedLearning

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