Global ETD Search

Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.

Results

Showing 1 to 11 of 11 for “"escape room"”.

  1. It's Not Just a Game: Exploring the Effects of an Escape Room Team Building Intervention

    <p>Escape rooms have been used as a training intervention in multiple contexts, but their efficacy as a team building intervention is not well understood. The purpose of this study was to assess the effects of a team building escape room on perceptions of team processes and perceived team …

    embry-riddle Repository record for It's Not Just a Game: Exploring the Effects of an Escape Room Team Building Intervention (opens in a new tab)

  2. Let’s Make it a Game: Utilizing an Escape Room to Study Variables and Interventions that Impact the Development of Psychological Safety

    … were utilized to understand the effects of escape room participation on perceptions of psychological safety over time. To better understand factors that influence psychological safety, predictive relationships between team inputs (familiarity and perceived diversity), team processes, and …

    embry-riddle Repository record for Let’s Make it a Game: Utilizing an Escape Room to Study Variables and Interventions that Impact the Development of Psychological Safety (opens in a new tab)

  3. The Perceived Gameful Experience of Undergraduate Nursing Students Engaged in a Virtual Interactive Puzzle Escape Room Focusing on a Complex Clinical Intervention

    … education, in-person educational escape room puzzles are gaining popularity in higher education. In response to challenges in delivering quality education within the virtual environment, the need to expand learning opportunities within the digital environment has never been …

    ottawa-retro Repository record for The Perceived Gameful Experience of Undergraduate Nursing Students Engaged in a Virtual Interactive Puzzle Escape Room Focusing on a Complex Clinical Intervention (opens in a new tab)

  4. Escaping cyber attacks

    … the design and effectiveness of mobile escape room games as a tool for cybersecurity education. With an increasing prevalence of cyber attacks on both individuals and organizations, effective cybersecurity education has never been more necessary. By taking a mixed-methods approach, we …

    reykjavik Repository record for Escaping cyber attacks (opens in a new tab)

  5. A framework for creating educational virtual escape rooms to teach computational thinking

    … the curriculum remains an educational challenge. Escape room games could potentially aid in the development of computational thinking skills because they immerse learners in a narrative-based, problem-solving scenario. Nicholson defines an escape room as a live-action adventure game in which …

    pretoria Repository record for A framework for creating educational virtual escape rooms to teach computational thinking (opens in a new tab)

  6. Effects of Human Emotions, Robot Reliability, and Team Hierarchy on Human-Robot Interaction

    … toward robots in a collaborative setting, an escape room, with a social robot, Pepper. Additionally, user perceptions, perceived workload, and task performance were also measured in the dissertation. The experimental setting and procedures for the three studies were similar. To induce …

    vt Repository record for Effects of Human Emotions, Robot Reliability, and Team Hierarchy on Human-Robot Interaction (opens in a new tab)

  7. Escape the experiment: a serious game for vaping education

    … Health Unit, I have developed a point-and-click escape room style serious game targeted at youth aged 12-17 for learning about the risks associated with vaping. The serious game features a series of puzzles to be solved by players. A three phase study consisting of pre-iteration, iteration, and …

    uoit Repository record for Escape the experiment: a serious game for vaping education (opens in a new tab)

  8. Comparing the use of technology-based vs traditional team building interventions in developing group problem-solving and learning behaviours: insights from two experimental studies

    … the online team-based serious game was an online escape room. Each team then participated in the same thought experiment and were finally asked to answer a questionnaire. Furthermore, a field researcher participated in both activities and her experiences were noted through an interview. There did …

    cape-town Repository record for Comparing the use of technology-based vs traditional team building interventions in developing group problem-solving and learning behaviours: insights from two experimental studies (opens in a new tab)