P. Smolka, Z. Václavíková
The use of games in education is currently a popular trend, with escape games playing a significant role. These games often bring higher motivation and a sense of adventure to students during lessons. The use of these tools has specific applications in the teaching of natural science subjects. This article examines the opportunities that escape games bring to the teaching of natural sciences, demonstrating how they can be a suitable tool for developing critical thinking, promoting teamwork, and motivating the practical application of theoretical knowledge, making them a valuable complement to traditional teaching methods.
The implementation of escape games in the standard school environment poses certain challenges. One of these is ensuring that these games fulfill and enhance the educational goals of the teaching process without excluding certain groups of students. The design and form of escape games must not only support the achievement of educational objectives but also consider the individual personal development of students regardless of their initial abilities and skills.
Escape games can be extensive activities that extend beyond the face-to-face teaching activities within the school environment. This necessitates the effective deployment of software tools for the implementation of escape games. This article, among other things, defines general principles for selecting a software platform to achieve the aforementioned goals.
It is also necessary to address the challenges that the logic of escape games may present to students. The complexity and difficulty of tasks must be tailored to the age group and knowledge level of the students. Games that are too complex or confusing can lead to frustration and demotivation, while overly simple games may not sufficiently develop critical thinking and problem-solving skills. It is crucial to find a balance that ensures escape games are both fun and educational, allowing students to choose their own pace and strategy for progression.
The aim of this article is to define general principles for the implementation of escape games in natural science subjects at the secondary education level using IT tools. The article outlines both the opportunities and risks derived from already implemented cases.
Keywords: Educational games, escape games, natural sciences, critical thinking, teamwork, motivation, IT tools, secondary education.