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Original Articles

Embracing Wonder and Curiosity: Transforming teacher practice through escape room design

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Pages 68-75 | Published online: 22 Mar 2019
 

Abstract

An important aspect of bringing innovation to education is supporting children's own innovative thinking. Teachers are finding that escape room activities can provoke children's wonder and determination to pursue their curiosity, which builds a foundation for innovators of the future.

Notes

1 Carol, L. (2006). Alice's Adventures in Wonderland and through the looking glass. New York, NY: Bantam. p. 6.

2 Mobile escape. (2018, May). Retrieved May 2018 from http://www.mobileescape.ca/

3 Ibid.

4 van Manen, M. (1997). Researching lived experience: Human science for an action sensitive pedagogy. London, Canada: Althouse Press.

5 Aristotle, N. (2014). Metaphysics. (W. D. Ross, Trans.) Adelaide, Australia: University of Adelaide.

6 Plato. (2014). Theaetetus. (B. Jowett, Trans.) Adelaide, Australia: University of Adelaide.

7 Carson, R. (1956). The sense of wonder. New York, NY: Harper Collins.

8 McWilliams, S. (1999, March). Fostering wonder in children: Baseline study of two first grade classrooms. Paper presented at Annual Meeting of the National Association for Research in Science Teaching, Boston, MA.

9 Milne, I. (2010). A sense of wonder, arising from aesthetic experiences, should be the starting point for inquiry in primary science. Science Education International, 21(2), 102-115.

10 Dewey, J. (1938). Experience and education. New York, NY: Kappa Delta Pi. Gadamer, H.-G. (1975). Truth and method. New York, NY: Continuum.

11 Banfield, J., & Wilkerson, B. (2014). Increasing student motivation and self-efficacy through gamification pedagogy. Contemporary Issues in Education Research, 7(4), 291-298. Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(16), 1162-1175.

12 Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Wiley and Sons. p. 10.

13 de Freitas, S. (2006). Learning in immersive worlds. Bristol, England: Joint Information Systems Committee.

14 Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. Retrieved from http://scottnicholson.com/pubs/erfacwhite.pdf

15 Rouse, W. (2017). Lessons learning while escaping from a zombie: Designing a breakout EDU game. The History Teacher, 50(4), 553-564.

16 Carol (2006), p. 54.

17 Gadamer, H.-G. (1975). Truth and method. New York, NY: Continuum. p. 113.

18 L'Ecuyer, C. (2014). The wonder approach to learning. Frontiers in Human Neuroscience, 8(764), 1-8. p. 6.

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