Designing Metaverse Escape Rooms for Microlearning in STEM Education

Designing Metaverse Escape Rooms for Microlearning in STEM Education

Robertas Damaševičius, Tatjana Sidekerskienė
DOI: 10.4018/978-1-6684-8656-6.ch009
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Abstract

The use of immersive and interactive learning environments is gaining traction in science, technology, engineering and mathematics (STEM) education, as educators seek to engage students and enhance learning outcomes. We explore the potential of Metaverse for designing immersive and interactive escape rooms that leverage microlearning to teach STEM concepts and skills. We overview Metaverse and its potential as a learning environment, before delving into the use of escape rooms as a strategy for fostering critical thinking, collaboration, and problem-solving in STEM education. We examine the benefits of incorporating microlearning strategies into escape rooms, including the use of bite-sized content and personalized learning paths. Through a case study of a Metaverse escape rooms implemented in Studio Gometa as a smartphone app and aimed at mathematics education, we highlight the learning outcomes achieved and the challenges faced in the design and implementation process.
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1 Introduction

The COVID-19 pandemic has disrupted the traditional modes of teaching and learning, forcing educators and instructional designers to explore innovative and flexible approaches to engage students and enhance learning outcomes (Olasina, 2022). The pandemic has also highlighted the importance of digital technologies and virtual learning environments in enabling remote and hybrid learning

(Paulauskas et al., 2023). In this context, Metaverse platforms have emerged as immersive and interactive environments that offer unique opportunities for teaching and learning (López Belmonte et al., 2023). Metaverse platforms are 3D virtual worlds that enable users to create and interact with digital objects and environments. These platforms are increasingly being used for educational purposes, such as simulations, virtual field trips, and collaborative projects. In particular, Metaverse platforms can offer a more engaging and interactive learning experience than traditional online learning platforms, enabling students to explore and experiment with STEM concepts and skills in a more immersive and experiential way (Ahmad et al., 2022).

Escape rooms, on the other hand, are a form of game-based learning that can be used to promote critical thinking, problem-solving, collaboration, and communication skills (Veldkamp et al., 2020). In escape rooms, players are presented with a series of puzzles or challenges that they must solve within a certain time limit in order to escape a virtual room or space. Escape rooms have gained popularity in recent years as an engaging and interactive form of entertainment, and have also been adapted for educational purposes, including in STEM education. When combined with Augmented Reality (AR) and Virtual Reality (VR), escape rooms provide unique immersive and engaging experiences (Lampropoulos, Keramopoulos, Diamantaras, & Evangelidis, 2022; Lampropoulos, Keramopoulos, Diamantaras, & Evangelidis, 2022) which support student motivation and improve learning achievements (Mokmin et al., 2023).

Microlearning is another innovative approach to teaching and learning that has gained traction in recent years (Betancur-Chicue´ & Munoz˜-Repiso, 2023). Microlearning involves the delivery of bite-sized content and learning activities that can be consumed and completed in short periods of time, often using mobile devices

(Yang & Gottlieb, 2023). Microlearning supports adaptive learning (Munoz et al., 2022) and can be more flexible, personalized, and adaptive than traditional forms of learning, enabling learners to access and engage with learning materials at their own pace and on their own terms.

The aim of this study is to explore the potential of Metaverse escape rooms as a gamification strategy that incorporates microlearning principles to enhance student engagement and learning outcomes in STEM education. We will achieve this aim by pursuing the following objectives:

  • 1.

    To provide an overview of the concepts of Metaverse, escape rooms, gamification, and microlearning, and how they can be combined to create innovative and effective learning experiences.

  • 2.

    To design and implement Metaverse escape rooms that promote STEM learning objectives and skills while incorporating gamification and microlearning principles, and evaluate their effectiveness in enhancing student engagement and learning outcomes in STEM education.

  • 3.

    To provide practical insights and guidelines for educators and instructional designers to design and implement effective Metaverse escape rooms that incorporate gamification and microlearning principles in STEM education.

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