FACULTY PANEL Sunshine State Teaching and Learning Conference 2020 - - PowerPoint PPT Presentation

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FACULTY PANEL Sunshine State Teaching and Learning Conference 2020 - - PowerPoint PPT Presentation

THE ESCAPE ROOM EXPERIENCE: FACULTY PANEL Sunshine State Teaching and Learning Conference 2020 1 Faculty Panelists Kamila Dell Gwendolyn Wantuch Christy Williams, M.A. College of Pharmacy College of Pharmacy INTO USF Academic Programs


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THE ESCAPE ROOM EXPERIENCE: FACULTY PANEL

Sunshine State Teaching and Learning Conference 2020

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Faculty Panelists

Kamila Dell College of Pharmacy Graduate Pharmacy Calculations Critical Care Pharmacotherapeutics Gwendolyn Wantuch College of Pharmacy Graduate Pharmacy Calculations Clinical Nutrition Education Concentration Christy Williams, M.A. INTO USF Academic Programs Graduate & Undergraduate Academic English for International Students US History

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Objectives

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Provide examples of how escape rooms can be implemented into classrooms of various sizes Describe common challenges of executing escape rooms for learning Identify approaches to overcome resource challenges

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Escape Room Overview

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AN ESCAPE ROOM IS…

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A game played by a team of people consisting of several puzzles and clues that must be solved in a pre- specified time limit

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“Live-action team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time”

Curr Pharm Teach Learn. 2019 Jan;11(1):44-50. doi: 10.1016/j.cptl.2018.09.010. Epub 2018 Oct 3

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Why Use an Escape Room?

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Purpose

Presentation of Content Practice Formative Assessment

Benefits

Teamwork Creative thinking Critical thinking Problem solving Task-centered Immediate feedback Timed

Limitations

Space, Class Size, Layout Time for preparation & creation Resource needs

  • Faculty/Instructors
  • Technology
  • Materials

Immersive capability

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Escape Room Design

▪ Basics ▪ Challenges → solutions → rewards ▪ Goal: variety of puzzle designs, all players participate in a meaningful way, puzzles can be completed with elements in the room ▪ Design ▪ Linear vs. Open vs. Multi-linear ▪ Competitive (classroom, or multiple groups) ▪ Challenges/Puzzles ▪ Mental vs. Physical ▪ Meta puzzle: a final answer derived from solving previous puzzles ▪ Example: A jigsaw puzzle piece is a reward for individual challenges. Solving the final jigsaw is the final challenge ▪ Hints ▪ Number, type, penalty ▪ Depends on design of game and desired outcomes

8 Cain J, Clare A. Escape Room. Published 2016. http://www.teamworkandteamplay.com/resources/resource- escaperooms.pdf. Accessed 27 January 2019

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Examples of Classroom Escape Rooms

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Examples with a Range of Technology

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Example: Escape the Chamber of Prescription Secrets

  • Purpose
  • Exam content review; 3 days prior to the exam
  • Student Objectives
  • Accurately complete a series of calculations

questions

  • Identify calculation concepts to review (self-

reflection)

  • Theme
  • Harry Potter
  • Goal: to complete the activity within the class

time (non-competitive)

  • Students may leave once complete
  • No notes or electronic resources allowed

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Chamber of Rx Secrets Escape Room 2018 2019 Course Format Number of Students 100 Self-selected groups of 2 92 Self-selected groups of 2 Classroom Time 1 hour 50 minutes 1 hour 50 minutes Design Logistics Room Type Auditorium – Seats 95 & Movable classroom – 50 student capacity Auditorium – 190 seats Number of Facilitators 2 Faculty 2 TA’s 2 Faculty 1 Assistant Design Semi-immersive Multi-path Non-immersive Linear Hints 3 Free Unlimited Grades Participation-based Extra credit, <0.5% total grade Participation-based Extra credit, <0.01% total grade Resources Google Forms, Printed clues Props, Envelopes Locks & Boxes (dollar store) Google Forms, Printed clues Projector, Locks & Boxes

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Lessons Learned

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Design for 100+ Students

Linear > multi-path Google forms helps with flow Non-immersive > semi- immersive

Keep it simple

Goal is to “unlock” one lock box, or finish the google forms User error Students do not lock box after opening – may result in illusion of knowledge Limit confusing clues if goal

  • f the activity is content

review Ask clear questions - use creativity wisely

Test, Test, Test Again

Errors in the classroom cause confusion in student knowledge Clues may be interpreted different ways Second year running – still test to remember what you did the first time

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Example: Crisis of Life or Death

  • Purpose
  • Interprofessional Capstone Course
  • Communication
  • Student Objectives; Work as a team to
  • Accurately complete medical calculations
  • Appropriately assess a hyperglycemic crisis
  • Recommend optimal DKA therapy
  • Theme
  • Diagnose & Treat a Hyperkalemic Crisis
  • Goal: to complete the activity within the seminar time
  • Competition: Leaderboard
  • Students may leave once complete
  • Notes or electronic resources allowed

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Crisis of Life of Death Escape Room Design Course Format Number of Students 15 students/session, Self-assigned groups of 4-5 students Classroom Time Multiple 45 minute sessions Design Logistics Room Type Classroom with movable tables Number of Facilitators 2 Instructors Design Non-immersive Linear, no meta-puzzle Hints Instructor mediated Grades Non Graded (Candy) Resources Google Forms, Printed clues Locks & Boxes (dollar store)

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Lessons Learned

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Design for Short Time

Linear design allows for a greater number of questions to be asked

Keep it practical

Goal of interdisciplinary communication required clear clues Allowed for focus on application of discipline specific knowledge

Test, Test, Test Again

Make sure Google form response validation is “equal to” if dealing with numbers Clues may be interpreted different ways Test with expected audience

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Instructions Case Part 1 Case Part 2

Case Part 3 – Obtained from locked box

Locked box

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Example: Save Your Classmate

  • Purpose
  • Optional exam review, outside of class
  • Developed by upperclassman
  • Student Objectives
  • Accurately complete a series of calculations questions
  • Identify calculation concepts to review (self-reflection)

“A fellow pharmacy student of yours has been poisoned by his girlfriend after an end of a rocky relationship. The concoction will inevitably begin to infect his entire body and become irreversible after 60 minutes post-consumption. Only pharmacists-in-training are equipped with the knowledge to find the antidote to reverse the poison before time runs out. How much do you like your classmate? Clock starts now! Feel free to search the room for clues at any time.”

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Save Your Classmate Course Format Number of Students 20 students/session, Self-assigned groups of 2-4 students Classroom Time 60 minutes Design Logistics Room Type Outpatient doctor office room (8 rooms) 1-way glass, with headphones Number of Facilitators 7 students + faculty Design Immersive Open, with meta-puzzle Hints Provided if student answered an alternate calculation question. (3 allowed) Grades Non Graded (Candy) Resources Google Forms, Printed clues, posters, vials, Locks & Boxes

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Lessons Learned

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Student Created

Less time to create escape room (faculty standpoint) More time in reviewing clues, providing feedback and mentorship Harder to find time to test

Immersive

View space early, provide layout of room design Take inventory of all items One person to observe 1-2 rooms at a time Fewer number of students could complete due to resource allocation Focus drifts from calculations to immersive clues

Student Motivation

Students who created the escape room were highly motivated, and enjoyed watching their peers succeed Layered learning Students who showed up to go through the escape room were motivated by external grades or competition

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Practical Application

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Key Points

  • Design
  • Learning objective alignment
  • Group size (teamwork vs. content

review)

  • Theme and puzzle
  • Technology hack: Google forms for a

linear design

  • Timing Pearls
  • Total time to design, build, & test → 15-

20 hours

  • Classroom setup
  • Test the design, puzzles, timing, technology,

etc.

  • Ensure time for debrief
  • And test again!
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Panelist Recommendations

  • Most commonly used as formative assessment
  • Could integrate into first day of class
  • Syllabus review
  • Encourage collaboration and teamwork
  • Use sparingly
  • Start simple
  • Linear design, low-tech, clear clues
  • Allocate time
  • 8 hours for build (theme design, flow, clue

creation, resources)

  • 2+ hours for testing and revisions
  • ? classroom set up
  • Technology
  • Large range
  • VR → only paper
  • You do NOT need a lock or box
  • GET CREATIVE!
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Escape Room Literature Examples

Physics of Fluids:

➢ Vörös, A. I. V., & Sárközi, Z. (2017, December). Physics escape room as an educational tool. In AIP Conference Proceedings (Vol. 1916, No. 1, p. 050002). AIP Publishing.

K-12 Problem Solving

➢ Coffman-Wolph, S., Gray, K. M., & Pool, M. A. (2017). Design of a Virtual Escape Room for K-12 Supplemental Coursework and Problem Solving Skill Development.

Computer Science: Computer Networks

➢ Borrego, C., Fernández, C., Blanes, I., & Robles, S. (2017). Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. JOTSE, 7(2), 162-171.

Cryptography

➢ Ho, A. M. (2018). Unlocking ideas: Using escape room puzzles in a cryptography classroom. PRIMUS, (just-accepted).

Engineering (Library Orientation/Syllabus)

➢ Walsh, B., & Spence, M. (2018). Leveraging Escape Room Popularity to Provide First-Year Students with an Introduction to Engineering Information. Proceedings of the Canadian Engineering Education Association (CEEA).

Management:

➢ Cain, J. (2019). Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class. Currents in Pharmacy Teaching and Learning, 11(1), 44-50.

Nursing

➢ Adams, V., Burger, S., Crawford, K., & Setter, R. (2018). Can You Escape? Creating an Escape Room to Facilitate Active Learning. Journal for nurses in professional development, 34(2), E1-E5.