Competency Test: teacher self-assessment for the development of the Educational Escape Room
Educational Escape room; Digital games; Teaching competence
The game is present in society since the beginning, where ancient civilizations used to teach survival tactics, war and was used to provide entertainment. The Escape room E(R) is a phenomenon that began in 2010 with the proposal to promote an experience very similar to that provided by digital games. With that ER is characterized as a game based on "live action", where a team, with a certain number of participants seek to solve the challenges and "escape" from the room. Thus, the popularity of ER has been increasing and institutions and researchers have observed an educational potential in this game. With that came the Educational Escape room developed to provide a collaborative learning experience, where the student is immersed inside an environment based on fictional themes or real situations, which enable interactions and, consequently, learning. This educational proposal has elements of some learning theories such as game-based learning, immersive learning, experiential learning and collaborative learning. Besides EER having elements of different learning theories, for its development the teacher needs to master specific game design competences, as well as pedagogical competences that enable the incorporation of EER in their pedagogical practice. However, in the current academic scientific scenario, there is no valid tool that is able to measure and provide feedback to the teacher about their level of competence. Thus, the aim of this study is to develop a tool to assess the teaching competences for the creation of the EER. The research is quantitative, based on the design science research approach. The research participants will be 20 professors who work in Brazilian educational institutions.