Click to Play the Digital Escape Game
(Read on for more info on it. Best on Desktop platform)
Poster session presented at 2024 Texas Library Association annual conference.
Created for Associate Professor of Theatre Kerry Bechtel's class.
This project was a very customized, multi-part instruction to support students' library research in a Theatre Design course. The librarian has worked with the professor for several years and felt encouraged to try something different, inspired by her innovative and creative syllabus. The tie-in to Circus theming was fully embraced and each piece was custom-designed to fit the aesthetic and the unique research needs. The class consisted of 25 students (large for a class at Southwestern University) and the decision was made to split the class into two groups. Instruction occurred on February 7th and 12th, 2024. Each 75 minute class consisted of: about 20-30 minutes devoted to an introductory digital escape game (with built in feedback exit survey), followed by instruction on the class' collaborative Circus imagery Padlet, and finally a traditional instruction/demonstration portion where the librarian showed the course LibGuide and tips and tricks regarding the library's web page and resources. At the very end of class, the students filled out Project Outcome survey questions to assess the library instruction.
The result was that students seemed pleased by the unique and themed experience, and were more receptive to hearing the typical lecture portion of the class. Several students also verbally expressed their appreciation for the themed rewards and the fact that effort had been put in to make their class special and engaging. This model of instruction worked extremely well, and Smith Library Center's research and instruction librarians may well look into implementing this three-part instruction plan more widely- for instance for the First Year Seminar experience for next year's incoming class. Katherine wishes to express thanks to Kerry Bechtel for trusting her to try something new in her class, and to librarian Maureen Mitchell at Del Mar College, whose online workshop really inspired and guided the digital escape room production.
All free to use!
Kroski, Ellyssa, and ALA TechSource. Library Technology Reports : How to Create Free Digital Breakouts for Libraries. of Library Technology Reports, V. 56, No. 3. Chicago, IL: ALA TechSource, 2020. (Link)
A helpful how-to manual. Generated the idea to use Ransomizer note.
Makri, Agoritsa, Dimitrios Vlachopoulos, and Richard A. Martina. "Digital escape rooms as innovative pedagogical tools in education: A systematic literature review." Sustainability 13, no. 8 (2021): 4587. (Link)
A thorough overview of the topic and a framework for illustrating that digital escape rooms can be effective.
Mitchell, Maureen. “OER Escape Room to South Padre Island”. Interactive online workshop presented at the TLA Library Instruction Round Table (LIRT) Annual Summit. December 8, 2023. (Link)
This excellent workshop and digital escape room provided direct inspiration for this project- thank you for sharing!
In addition to the Google Form that students filled out immediately after finishing the escape game (first 30 minutes of class), they also completed a Project Outcome survey at the conclusion of the 75 minute class. Their responses to 'What was your favorite part of this session?":
Assessment was gathered via GoogleForm and was the students' exit ticket before completing the escape room and collecting rewards.
From 1 (not at all) to 5 (very much), the majority of students liked the gamified instruction.
From 1 (not at all) to 5 (very much), students felt like they learned something about library research by completing the game.
Commentary was optional: