Scientific Escape Room: A Science Communication Initiative Evaluated by Generic Learning Outcomes
DOI:
https://doi.org/10.34190/ecgbl.20.2.5068Keywords:
Escape Room, Science Communication, Generic Learning Outcomes, Game-based Learning, University Extension, Non-formal EducationAbstract
The Scientific Escape Room, located at the Science Center of the Federal University of Juiz de Fora (UFJF), is a university extension project that emerged as a science communication initiative to engage people with science in a fun, interactive, and collaborative way. The narrative, titled The Last Experiment, proposes that participants, supposedly kidnapped to serve as experimental subjects, solve a series of puzzles to escape the room. The space was designed to simulate the clandestine laboratory of a fictional pharmaceutical company, enhancing the game's immersive nature. The challenges were based on knowledge related to the natural sciences (chemistry, physics, and biology) and mathematics, aligned with school-level content and varying in complexity. The target audience comprised individuals aged 18 and over who had completed basic education, which in Brazil spans ages 4 to 17. The puzzles involve revealing clues with ultraviolet light, interpreting information from the periodic table, solving encrypted messages, interpreting health-related information such as body mass index (BMI), applying concepts related to magnetism and the properties of metals, and, finally, using logical reasoning and pattern recognition. Since game-based learning addresses not only cognitive but also social and emotional aspects, the game was analysed within the theoretical framework of Generic Learning Outcomes (GLOs), which offers a broader perspective on learning. The study adopted a qualitative approach based on content analysis of post-game questionnaires and semi-structured interviews with returning players. The results demonstrate that players' experiences encompassed the five dimensions of the GLOs—knowledge and understanding; skills; values and attitudes; enjoyment, inspiration, and creativity; and action, behaviour, and progression (Hooper-Greenhill, 2007)—highlighting improvements in cognitive, social, and emotional development. Participants reported that the activity fostered teamwork and logical reasoning and, after the experience, expressed greater motivation to understand the scientific concepts involved in the puzzles and return to the escape room to solve them. The experience reinforces the potential of game-based learning to foster curiosity, collaboration, and the application of scientific knowledge.