Assessment for learning with Escape Room in Higher Education
Digital culture. Game-based learning. Escape room. Evaluation.
This study seeks to analyze the experience of teachers in the development of educational escape room - EER to understand conceptions and experiences of assessment for learning. This objective is constituted due to the understanding that most of the time the priority in evaluating teaching learning processes through the interaction of escape room falls on the evaluation of the experiences. The research is situated in the methodological field as qualitative (YIN, 2016) of descriptive nature, supported in the perception of Experiential Research (MICCOLI, 2007; KOLB, 2014) that values the experience as a research unit. In addition, the research is supported on the Phenomenological Hermeneutics approach (DITTRICH; LEOPARDI, 2015) that supports the understanding and values the experiences of human beings. In the theoretical support of the developed study, it is possible to highlight some relevant concepts to situate the study: cyberspace, digital culture, game-based learning, escape room and evaluation. The experiences of 4 higher education teachers, from institutions recognized by the Ministry of Education (MEC) were collected, observed and analyzed from April to June 2022, through the questionnaire prepared, validated by experts (HERMIDA; ARAÚJO, 2006) and disseminated (via WhatsApp, e-mail and website of the Federal University of Alagoas- Ufal). Research data, at first, has shown that most interviewees are teachers of the public higher education network and have already developed educational escape room. Furthermore, the research has evidenced that from the results obtained, the perception of the teachers who agree that the escape rooms contribute to the cognitive development of their students is preponderant.