Escape room: Gamification.
The Wizard's Handbook
start
The wizard needs your help!Here´s everything you need to know:
- Part 01: you must venture trough the Haunted Forest, where you will find missing pages of the Handbook, answer correctly to recolect them.
- Part 02: Complete the word to get the right potion and not get the poison one.
- Part 03: choose the correct one
- Part 04: Choose the right option to fix the mixed enchantments.
You were walking through The Haunted Forest and found this sorcery manual, full of questions and answers, but... Everything is mixed up! Now you must answer the questions correctly to organize the Wizard´s Handbook.
References: Kim, J. T., & Lee, W.-H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483–8493. https://doi.org/10.1007/s11042-013-1612-8
Huang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gamification of education. https://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf
Part 01
Venture through the haunted forest.
Magical progress
question 1/6
Regarding the Game Design Features (GDF) What features contribute to the engagement in digital games?
C) A lot of fancy graphics
A) A series of challenging puzzles
B) An intriguing setting and story
question 2/6
What are considered key characteristics of a learning game according to research?
B) Challenge, curiosity, fantasy and control.
A) Audio and visual effects
C) sensory and cognitive curiosity
question 3/6
What is the main goal of gamification?
A) Make people achieve immersion in online activity
B) Encourage engagement and create richer experiences
C) Allow people to have more fun
QUESTION 4/6
What are the elements of the ARCS model used in educational design and learning games?
A) Attention, confidence, relevance and satisfaction.
B) Practice, relevance, satisfaction and confidence.
C) Confidence, attention, satisfaction and practice
question 5/6
In terms of the relation between GDF and KCLG Wich of the next options is correct?
C) Cool features and challenge
A) Control and challenging puzzles
B) Curiosity and "intriguing setting and story"
question 6/6
when talking about traditional learning methods Wich statement is correct?
A) T.L.M allows people to mantain their concentration over time
C) T.L.M is better than gamification in relation to achievement
B) T.L.M results in a limited educational effectiveness
Well done!
You found all the missing pages.
Continue
You lost some of the pages of the Wizard Handbook! She has put a spell on you, now you will never leave The Haunted Forest.
Back
Part 02
Potions. Complete the word to get the right potion.
Magical progress
question 1/4
The unit of measure, could be points, time, money…
CURR__CY
T E
EN
AN
Drag the circle and find the letter.
question 2/4
Boundaries for what a student can o cannot do in the learning program
R__ES
AT
I T
UL
Drag the circle and find the letter.
question 3/4
A specific amount of currency used to accomplish an objective
L_V_L
E E
AE
O E
Drag the circle and find the letter.
question 4/4
A mechanism the student or teacher can use to lear abaout the progress being made.
FEE__ACK
LB
DB
RB
Drag the circle and find the letter.
Well done!
You get all the potions
Continuar
It's poison!
Back
Part 03
Fortune telling. You found some mystery cards in the notebook... What is the correct future dictated by the cards?
Magical progress
question 1/6
According to the Practitioner’s Guide To
Gamification of Education. ¿Which one is the first step in the five-step process to apply gamification in education?
clue
Understanding the Target Audience and the Context
Defining Learning Objectives
Applying Gamification Elements
Structuring the Experience
question 2/6
For defining Learning Objectives. ¿Which goal is not included in this step?
Clue
Emotional goals
General Instructional Goals
Behavioral Goals
Specific Learning Goals
question 3/6
There are four main factors of game-based learningWich of the next options is right?
Clue
growth rate, learning capacity, entertainment and curiosity
Textbook, classroom, instructor and control
challenge, entertainment, textbook and learnig capacity
Challenge, fantasy, control and curiosity
question 4/6
How does the educational effectiveness of gamification compares to the traditional way of learning?
Clue
It starts with a higher E.F. and remains constant
The E.F declines over time
Begins with lower E.F but it increases rapidly
The E.F is constant over time
question 5/6
What is the focus of the dynamical model proposed in the text "Dynamical model for gamyfication of learning?
Clue
Analyzing the main design elements of digital games
Correlating factors such as gender, age and tendency
Contrasting gamification with traditional learning
Creating a equation for the educational effectiveness of gamification
question 6/6
What distinguishes the dynamical model from traditional learning?
Clue
The E.F is better with traditional learning
Gamigication provides a steady E.F.
Traditional learning allows people to enjoy education more
Learning increases over time
Well done
Lesson learned!
Continue
Bad omen!
Back
Part 04
You found the Enchantments pages... but again everithing is mixed up! Which of these options is the best option?
Magical progress
question 1/4
Interactive competition or cooperation is about:
Self- elements
Social- elements
question 2/4
Points, achievement badges, levels, or time restrictions are examples of:
Social- elements
Self- elements
question 3/4
a factor that prevents a student from advancing through the learning program and/or achieving the objectives
Obstacles
Pain points
question 4/4
Some common pain point in education are:
Focus, motivation, skills
Rules, level, currency
You have managed to help the wizard to recover her notebook.Now she is offering to teach you magic!
congrats!
Magical progress
Bad choice!
Back
Become an expert in witchcraft!
To do this you must complete the sorcery manual by overcoming each of the 4 lessons you will find: · Bewitched forest · Potions · Fortune telling · Enchantments Put your magical skills to the test and try not to fail or you will have to repeat the test.
ESCAPE ROOM gamification
Camila Fernanda Farina Macaya
Created on November 12, 2023
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Transcript
Escape room: Gamification.
The Wizard's Handbook
start
The wizard needs your help!Here´s everything you need to know:
You were walking through The Haunted Forest and found this sorcery manual, full of questions and answers, but... Everything is mixed up! Now you must answer the questions correctly to organize the Wizard´s Handbook.
References: Kim, J. T., & Lee, W.-H. (2015). Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications, 74(19), 8483–8493. https://doi.org/10.1007/s11042-013-1612-8 Huang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gamification of education. https://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09/GuideGamificationEducationDec2013.pdf
Part 01
Venture through the haunted forest.
Magical progress
question 1/6
Regarding the Game Design Features (GDF) What features contribute to the engagement in digital games?
C) A lot of fancy graphics
A) A series of challenging puzzles
B) An intriguing setting and story
question 2/6
What are considered key characteristics of a learning game according to research?
B) Challenge, curiosity, fantasy and control.
A) Audio and visual effects
C) sensory and cognitive curiosity
question 3/6
What is the main goal of gamification?
A) Make people achieve immersion in online activity
B) Encourage engagement and create richer experiences
C) Allow people to have more fun
QUESTION 4/6
What are the elements of the ARCS model used in educational design and learning games?
A) Attention, confidence, relevance and satisfaction.
B) Practice, relevance, satisfaction and confidence.
C) Confidence, attention, satisfaction and practice
question 5/6
In terms of the relation between GDF and KCLG Wich of the next options is correct?
C) Cool features and challenge
A) Control and challenging puzzles
B) Curiosity and "intriguing setting and story"
question 6/6
when talking about traditional learning methods Wich statement is correct?
A) T.L.M allows people to mantain their concentration over time
C) T.L.M is better than gamification in relation to achievement
B) T.L.M results in a limited educational effectiveness
Well done!
You found all the missing pages.
Continue
You lost some of the pages of the Wizard Handbook! She has put a spell on you, now you will never leave The Haunted Forest.
Back
Part 02
Potions. Complete the word to get the right potion.
Magical progress
question 1/4
The unit of measure, could be points, time, money…
CURR__CY
T E
EN
AN
Drag the circle and find the letter.
question 2/4
Boundaries for what a student can o cannot do in the learning program
R__ES
AT
I T
UL
Drag the circle and find the letter.
question 3/4
A specific amount of currency used to accomplish an objective
L_V_L
E E
AE
O E
Drag the circle and find the letter.
question 4/4
A mechanism the student or teacher can use to lear abaout the progress being made.
FEE__ACK
LB
DB
RB
Drag the circle and find the letter.
Well done!
You get all the potions
Continuar
It's poison!
Back
Part 03
Fortune telling. You found some mystery cards in the notebook... What is the correct future dictated by the cards?
Magical progress
question 1/6
According to the Practitioner’s Guide To Gamification of Education. ¿Which one is the first step in the five-step process to apply gamification in education?
clue
Understanding the Target Audience and the Context
Defining Learning Objectives
Applying Gamification Elements
Structuring the Experience
question 2/6
For defining Learning Objectives. ¿Which goal is not included in this step?
Clue
Emotional goals
General Instructional Goals
Behavioral Goals
Specific Learning Goals
question 3/6
There are four main factors of game-based learningWich of the next options is right?
Clue
growth rate, learning capacity, entertainment and curiosity
Textbook, classroom, instructor and control
challenge, entertainment, textbook and learnig capacity
Challenge, fantasy, control and curiosity
question 4/6
How does the educational effectiveness of gamification compares to the traditional way of learning?
Clue
It starts with a higher E.F. and remains constant
The E.F declines over time
Begins with lower E.F but it increases rapidly
The E.F is constant over time
question 5/6
What is the focus of the dynamical model proposed in the text "Dynamical model for gamyfication of learning?
Clue
Analyzing the main design elements of digital games
Correlating factors such as gender, age and tendency
Contrasting gamification with traditional learning
Creating a equation for the educational effectiveness of gamification
question 6/6
What distinguishes the dynamical model from traditional learning?
Clue
The E.F is better with traditional learning
Gamigication provides a steady E.F.
Traditional learning allows people to enjoy education more
Learning increases over time
Well done
Lesson learned!
Continue
Bad omen!
Back
Part 04
You found the Enchantments pages... but again everithing is mixed up! Which of these options is the best option?
Magical progress
question 1/4
Interactive competition or cooperation is about:
Self- elements
Social- elements
question 2/4
Points, achievement badges, levels, or time restrictions are examples of:
Social- elements
Self- elements
question 3/4
a factor that prevents a student from advancing through the learning program and/or achieving the objectives
Obstacles
Pain points
question 4/4
Some common pain point in education are:
Focus, motivation, skills
Rules, level, currency
You have managed to help the wizard to recover her notebook.Now she is offering to teach you magic!
congrats!
Magical progress
Bad choice!
Back
Become an expert in witchcraft!
To do this you must complete the sorcery manual by overcoming each of the 4 lessons you will find: · Bewitched forest · Potions · Fortune telling · Enchantments Put your magical skills to the test and try not to fail or you will have to repeat the test.