Resource Review: Breakout EDU
Keywords:game-based learning, Breakout EDU, gamification, escape rooms
Game-based learning is becoming an increasingly popular pedagogical technique for providing engaging learning experiences for youth. The Breakout EDU platform provides an opportunity to bring game-based learning into formal and non-formal learning environments using an escape-room-like approach while teaching specific subject areas and building life skills. There are more than 1,500 ready-made games for teaching a variety of topic areas, from science and math to team building, in any learning context. It also provides resources and tools to support youth development professionals in creating their own games. This review provides an overview of Breakout EDU and its kit and digital platform components and offers considerations for youth development professionals.
Eukel, H. N., Frenzel, J. E., & Cernusca, D. (2017). Educational gaming for pharmacy students – design and evaluation of a diabetes-themed escape room. American Journal of Pharmaceutical Education. 81(7), Article 6265. https://doi.org/10.5688/ajpe8176265
Humphrey, K. (2017). The application of a serious, non-digital escape game learning experience in higher education. Sport & Exercise Psychology Review. 13(2), 48-54.
Lin, C.-H., Liu, E. Z.-F., Chen Y.-L., Liou, P.-Y., Chang, M., Wu, C.-H., & Yuan, S.-M. (2013). Game-based remedial instruction in mastery learning for upper-primary school students. Educational Technology & Society, 16(2), 271–281.
Martens, S., & Crawford, K. (2019). Embracing wonder and curiosity: Transforming teacher practice through escape room design. Childhood Education, 95(2), 68-75. https://doi.org/10.1080/00094056.2019.1593764
Mayer, B., & Toates, L. (2016). Great escapes: Escape room games use problem solving skills to boost curriculum. School Library Journal, 62(10), 14-15.
Nguyen, T. (2018). Moving from classroom to escape room. C&EN, 96(19), 28-30. https://doi.org/10.1021/cen-09619-feature4
Nicholson, S. (2018). Creating engaging escape rooms for the classroom. Childhood Education, 94(1), 44-49. https://doi.org/10.1080/00094056.2018.1420363
O’Brien, K., & Pitera, J. (2019). Gamifying instruction and engaging students with Breakout EDU. Journal of Educational Technology Systems, 48(2), 192-212. https://doi.org/10.1177/0047239519877165
Partovi, T., & Reza, M. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning & Motivation, 68, Article 101592. https://doi.org/10.1016/j.lmot.2019.101592
Pun, R. (2017). Hacking the research library: Wikipedia, Trump, and information literacy in the escape room at Fresno State. Library Quarterly: Information, Community, Policy, 87(4), 330-336. https://doi.org/10.1086/693489
Rouse, W. (2017). Lessons learned while escaping from a zombie: Designing a Breakout EDU game. The History Teacher, 50(4), 553-564.
Wu, C., Wagenshutz, H., & Hein, J. (2018). Promoting leadership and teamwork development through escape rooms. Medical Education, 52(5), 561-562. https://doi.org/10.1111/medu.13557
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