TY - JOUR
T1 - Exploring a Digital Educational Escape Room Game to Support Artificial Intelligence Literacy and Team Building in an Online Environment
AU - Gronseth, Susie
AU - Itani, Amani
AU - Seastrand, Kathryn
AU - Beech, Bettina
AU - Bruce, Marino
AU - Solorio, Thamar
AU - Kakadiaris, Ioannis
N1 - Publisher Copyright:
© 2025, Association for the Advancement of Computing in Education. All rights reserved.
PY - 2025
Y1 - 2025
N2 - This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled “Escape from the Doctor’s Office,” developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE framework (Analyze, Design, Develop, Implement, Evaluate) and guided by Fu and Yu’s Three-Layered Thinking Model of Game Design to align educational content with engaging gameplay. The game incorporated AI/ML concepts such as data science, algorithms, and ethical considerations within a healthcare narrative. Piloted during the first two weeks of a summer research program for six U.S.-based computer science under-graduate and graduate students, the DEER engaged participants in collaborative, time-bound problem-solving through interactive puzzles and group discussion. Results from a post-questionnaire and analysis of field notes demonstrated the game’s effectiveness in promoting teamwork, generating interest in AI/ML concepts, and engaging participants actively in the learning process.
AB - This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled “Escape from the Doctor’s Office,” developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE framework (Analyze, Design, Develop, Implement, Evaluate) and guided by Fu and Yu’s Three-Layered Thinking Model of Game Design to align educational content with engaging gameplay. The game incorporated AI/ML concepts such as data science, algorithms, and ethical considerations within a healthcare narrative. Piloted during the first two weeks of a summer research program for six U.S.-based computer science under-graduate and graduate students, the DEER engaged participants in collaborative, time-bound problem-solving through interactive puzzles and group discussion. Results from a post-questionnaire and analysis of field notes demonstrated the game’s effectiveness in promoting teamwork, generating interest in AI/ML concepts, and engaging participants actively in the learning process.
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M3 - Article
AN - SCOPUS:86000296016
SN - 1093-023X
VL - 36
SP - 29
EP - 44
JO - Journal of Interactive Learning Research
JF - Journal of Interactive Learning Research
IS - 1
ER -