Affiliation:
1. London Metropolitan University, UK
Abstract
In the last decade, there has been a shift from traditional passive face-to-face classroom models to the adoption of active learning methods, digitally enhanced learning, digital storytelling, escape rooms, and generally, approaches that promote experiential, peer/group, digital, game-based learning. Even though literature indicates that these teaching and assessment practices can transform the learning experience, digital educational escape rooms (DEERs) are a relatively new technique and there are not enough studies exploring the benefits and challenges they hold for university students. This chapter presents an implementation that addresses the lack of empirical evidence on the impact of DEERs on students in higher education (HE) settings by presenting an implementation of this approach with BA Business Management and HRM students at a Business School in the UK.