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Spark: UAL Creative Teaching and Learning Journal

Home > Vol 4, No 1 (2019) > Sampson

Escaping the archive: utilising escape room games in a constructivist approach to showcasing archives and special collections

Robin Sampson

Abstract


For students a tour of the University of the Arts London Archives and Special Collections Centre (ASCC) can be a passive learning experience; they receive a large amount of information with limited opportunities to engage with archive material. ‘Escape Room Games’ (ERGs) offer a more active and engaged learning experience. They suit a constructivist learning agenda and also act as an experiential, immersive way to be introduced to archival holdings. ERGs are co-operative, participatory games in an immersive fictional setting, where teams of players collaborate to solve linked puzzles and accomplish goals. These games are ideally suited to educational environments, as they co-opt key learning methodologies into a time-limited, rewards-based session. This article showcases an example of an escape room game created and utilised at the University of the Arts London’s ASCC.


Keywords


gamification; co-operative learning; participatory learning; immersive learning; constructivism

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References


Burns, L.S. and Shumack, K. (2017) ‘On-campus or online: Learning resources and communities of practice make the difference’, Spark: UAL Creative Teaching and Learning Journal 2(2), pp.111–122. Available at: https://sparkjournal.arts.ac.uk/index.php/spark/article/view/47/80 (Accessed: 5 April 2019)

Monaghan, S. and Nicholson, S. (2017) ‘Bringing escape room concepts to pathophysiology case studies’, HAPS Educator, 21(2), pp.49–65. http://dx.doi.org/10.21692/haps.2017.015.

Nicholson, S. (2018) ‘Creating engaging escape rooms for the classroom’, Childhood Education, 94(1), pp.44–49. https://doi.org/10.1080/00094056.2018.1420363.

Nicholson, S. (2016) ‘Ask why: creating a better player experience through environmental storytelling and consistency in escape room design’, Meaningful Play Conference 2016, Lansing, Michigan, 20–22 October. Available at: http://scottnicholson.com/pubs/askwhy.pdf (Accessed: 21 February 2019).

Nicholson, S. (2014) ‘A RECIPE for meaningful gamification’ in Wood, L. and Reiners, T. (eds.) Gamification in education and business. New York: Springer. pp.1–20. http://dx.doi.org/10.1007/978-3-319-10208-5_1.

US National Archives (author on website) (2018) ‘Workshop participants enjoy national archives “escape room” experience’, National Archives News, 15 June. Available at: https://www.archives.gov/news/articles/workshop-participants-enjoy-escape-room-experience (Accessed: 21 February 2019).


Copyright (c) 2019 Robin Sampson

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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

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