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Department of Information Technology

Skill-Building through DIY Escape Rooms

Pirate ship-themed escape room set up in Walsh Library Beck Room A.On February 26, the Teaching, Learning and Technology Center’s Instructional Design team built an immersive escape room, providing over 30 members of the Division of Student Services with a unique and engaging professional development experience. The ten-minute challenge required teams of four to decipher clues and solve riddles rooted in Seton Hall history, with the ultimate goal of rescuing the Pirate from the brig.

Members of the Seton Hall's Division of Student Services with pirate themed dress up gear.Among the ten groups, Nicole LaCapria, assistant director of assessment and special programs, Brandon Larmore, director of student support services, and Joshua Dornbos, assistant dean for the Center of Academic Success, successfully tackled the Pirate ship-themed room, completing the puzzle with nearly four and a half minutes to spare. Reflecting on their experience, they highlighted the collaborative benefits, emphasizing enhanced communication, decision-making, and creative problem-solving skills through this dynamic team-building exercise. Additionally, the team noted the versatility and potential advantages of incorporating escape rooms across various higher education settings, like classrooms and onboarding activities. 

The Instructional Design team first introduced the escape room activity at Seton Hall’s 2019 Welcome Weekend. Out of the 200 students and parents who stopped by Space154 to explore Seton Hall’s cutting-edge technology, 55 engaged in the challenge of freeing the Pirate while learning more about Seton Hall's mission and history. Since then, the TLTC has crafted immersive escape rooms tailored for both faculty and students, featuring themes such as a locker room inspired by the University's esteemed basketball program. 

Designing Gamified Course Activities

The TLTC invites you to explore the numerous benefits of building career-readiness skills through gamified content. Join us for two sessions hosted by the Instructional Design team, where instructors will receive a comprehensive toolkit for crafting game-based learning activities. From DIY escape rooms to crossword puzzles, Jeopardy, Wheel of Fortune, and beyond, these sessions aim to empower educators with creative tools to enhance the learning experience.

  • Gamify Your Course (Remote)
    • Wednesday, April 3 at 12 p.m., Microsoft Teams
      This session will cover the history and development of game-based learning and introduce instructors to various game-based learning tools.

  • The Educational Power of DIY Escape Rooms (In Person)
    • Wednesday, April 10 at 12 p.m., Walsh Library, Space154
      The session will cover the numerous educational benefits of escape rooms, when integrated into higher education classroom settings.

Categories: Science and Technology