Innovation and Problem Solving Teaching Case: The Breakout Box – A Desktop Escape Room

Authors

  • Ron Duggins University of Central Arkansas

DOI:

https://doi.org/10.33423/jop.v19i4.2294

Keywords:

Organizational Psychology, Innovation, Creative Thinking, Pedagogy, Engagement, gamification, game based learning, experiential education

Abstract

This article concerns applying engactive (engaged & active) teaching approaches such as gamification, game based learning, and experiential education to teaching innovation, critical thinking, and creative problem solving in addition to content in a unique and memorable way. The escape room industry has seen tremendous growth and the rooms are being used for team building exercises and to actively teach creative and group problem solving. Two issues with using escape rooms are the logistical and time aspects. This article describes ways a table top escape room teaching tool overcomes these issues to create an engactive learning environment.

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Published

2019-09-30

How to Cite

Duggins, R. (2019). Innovation and Problem Solving Teaching Case: The Breakout Box – A Desktop Escape Room. Journal of Organizational Psychology, 19(4). https://doi.org/10.33423/jop.v19i4.2294

Issue

Section

Articles