Utilizing a digital escape room in conjunction with educational robotics in STEM education

Postgraduate Thesis uoadl:3401198 6 Read counter

Unit:
Κατεύθυνση Εκπαίδευση STEM και Συστήματα Εκπαιδευτικών Ρομποτικών Διατάξεων
Library of the School of Education
Deposit date:
2024-06-14
Year:
2024
Author:
Benisi Aikaterini
Supervisors info:
Επιβλέπων Καθηγητής: Γεώργιος Κουτρομάνος, Αναπληρωτής Καθηγητής, Παιδαγωγικό Τμήμα Δημοτικής Εκπαίδευσης, Εθνικόν και Καποδιστριακόν Πανεπιστήμιο Αθηνών
Συν-Επιβλέπων Καθηγητής: Κωνσταντίνος Σκορδούλης, Καθηγητής-Πρόεδρος, Παιδαγωγικό Τμήμα Δημοτικής Εκπαίδευσης, Εθνικόν και Καποδιστριακόν Πανεπιστήμιο Αθηνών
Συν-Επιβλέπουσα Καθηγήτρια: Ιωάννα Κατσιαμπούρα, Επίκουρη Καθηγήτρια, Παιδαγωγικό Τμήμα Δημοτικής Εκπαίδευσης, Εθνικόν και Καποδιστριακόν Πανεπιστήμιο Αθηνών
Original Title:
Αξιοποιώντας ένα ψηφιακό δωμάτιο απόδρασης σε συνδυασμό με την εκπαιδευτική ρομποτική στα πλαίσια της εκπαίδευσης STEM
Languages:
Greek
Translated title:
Utilizing a digital escape room in conjunction with educational robotics in STEM education
Summary:
In recent years, escape rooms have managed to capture the interest of young people and as a result, their popularity has grown rapidly around the world. They have, in fact, begun to join the field of education at a rapid pace where teachers themselves design their own educational escape rooms. By utilizing, in fact, the new technologies, teachers have the possibility to create digital escape rooms so that the solution of the puzzles takes place in the form of a digital game. Educational robotics is also included in new technologies, which is generally combined with STEM education and has now been recognized for its pedagogical value in the classroom. If the playful environment of an escape room is added to the above equation, favorable learning outcomes are predicted to occur. The purpose of this research was to examine the learning benefits of digital educational escape rooms in the context of STEM education and educational robotics. In the context of the research, a teaching intervention aimed at 6th grade students was designed with the aim of examining whether a digital escape room contributes to the achievement of the respective teaching goals and also to the development of the degree of cooperation and satisfaction of the students during the learning process. To examine this purpose, knowledge questionnaires before and after the intervention, an observation sheet and an attitude questionnaire were used. The results of the research mainly highlighted the positive effect of the escape room on changing the students' pre-existing knowledge. Furthermore, despite the difficulties that the students faced, they managed to cooperate satisfactorily and win the escape game. Overall, the intervention was a pleasant experience for the students and they recognized that they discovered something new. There are some weaknesses that need to be considered in the design of an educational escape room but in general it has the potential to be an innovative means of teaching.
Main subject category:
Education - Sport science
Keywords:
Digital escape room, educational escape room, educational robotics, STEM education
Index:
No
Number of index pages:
0
Contains images:
Yes
Number of references:
65
Number of pages:
107
File:
File access is restricted only to the intranet of UoA.

Διπλωματική εργασία_Μπενίση Αικατερίνη.pdf
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