Utilizing a Digital Escape Room to Improve Students’ Grasp and Understanding of Qualitative Research Methods

Authors

DOI:

https://doi.org/10.34190/ecgbl.18.1.3066

Keywords:

Digital Escape Room, Pedagogical Support, Games-based Learning, Higher Education, Research Methods.

Abstract

Utilizing the potential in game mechanisms for learning purposes is not new. This version of gaming for learning is about developing a Digital Escape Room (DER) revolving around a specific subject: qualitative research methods. Qualitative research methods have proved to be a difficult topic for many UG and PG students. It is thus important to develop tasks that will enable these students to obtain a deep learning experience. The significance of this project lies in that both qualitative and quantitative research methods seem to be difficult to learn for students. It seems to be a curriculum that the students need to invest more time learning than they expect and are willing to spend. Hence, seeking to utilize the potential that lies in immersive gaming. One of the aims of this project is to investigate if and how the DER approach will suit the step-by-step approach that is often used in qualitative research methods courses. Will this approach of solving puzzle-by-puzzle, and then combining answers in order to unlock the next level enable an emergence of more understandings of what the qualitative research is about? In this theoretical paper (work-in-progress), we will look at the DER literature and describe how the different components of the DER will contribute to pedagogical support regarding learning outcomes.  In this next phase of this project, we are planning to develop our DER based on the current literature and previous evaluations of DERs, we will also conduct more semi-structure interviews, and further investigation is underway.

Author Biography

Souad Dr Slyman, University of Roehampton

Dr Souad Slyman is a Senior Lecturer in MOSI (Marketing, Operations, Supply Chain and Innovation) cluster group. Souad is a highly experienced senior business computing educator & researcher. She is also a business co-owner and worked in clothing and food retail business industry for many years before joining academia. Souad has a multidisciplinary scientific, educational and business background, starting with 1st class degree in Mathematics and Computing (BSc), continued with Master's of Arts in Education (MA) and a PhD in Computer Science in game studies, design and development from Goldsmiths, University of London. Prior to joining Roehampton, Souad took various roles from Business Manager, Visiting Lecturer, Mathematics & Computing Teacher to a Community Interpreter. Souad's research focuses on evaluating the impact of simulation games that is purposefully designed to improve learning, attitudes and skills, in a range of academic areas (Business Simulation Games, Consumer Behaviour/ Experience, Graduate Employment, Business Leadership, Management and Social Change). She focused on business marketing simulation games and ways of improving business graduate employability skills using digital technology. Souad is an expert in quantitative, qualitative and mixed research methods, and she is keen to explore potential research partnerships in this area/ interesting projects. Souad's current research is on AI in education and ways of enhancing teaching, learning and assessment in HE, and overall student experiences and outcomes.

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Published

2024-10-16