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    Приложение на "стаите за бягство" в STEM образованието

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Автор(и):
Yanina Popova, Institute of Information and Communication Technologies, Bulgarian Academy of Sciences, Bulgaria, yanina.popova@iict.bas.bg

Elena Paunova-Hubenova, Institute of Information and Communication Technologies, Bulgarian Academy of Sciences, Bulgaria, elena.paunova@iict.bas.bg

https://doi.org/10.55630/STEM.2025.0735
Абстракт:
    With the development of electronic and computer games, and also the virtual reality in the modern world, the role of games in the learning process is significantly expanding. Educational games have a number of positive effects, such as increasing student motivation, perceptual learning, and longer-term retention of knowledge. In recent years, the concept of escape rooms has gained popularity in pedagogical fields, especially in the context of STEM disciplines. They contain multiple puzzles, and the game structure is adapted to the specific needs of students and is linked to STEM content and specific competencies corresponding to the learning objectives. This overview study aims to analyze the following questions: What STEM mini puzzles are used most often? Which types of mini games and puzzles are most effective in different subjects? What skills do different puzzles develop? What technologies are used in the development of this type of games?
Ключови думи:
STEM Education; Game-based Learning; Escape Rooms;
Получена:
20-09-2025
Приета:
16-12-2025
Публикувана:
31-12-2025
Цитиране (APA style):
Popova, Y., Paunova-Hubenova, E. (2025). Application of the "Escape Rooms" in STEM Education, Science Series "Innovative STEM Education", volume 07, ISSN: 2683-1333, Institute of Mathematics and Informatics – Bulgarian Academy of Sciences, pp. 384-391, DOI: https://doi.org/10.55630/STEM.2025.0735
Адрес на PDF файл:
http://www.math.bas.bg/vt/stemedu/books/07/STEM.2025.0735.pdf