Digital Escape Rooms to Develop Computational Thinking: Learning Analytics in Science Club
The objective of this study was to identify the elements of learning analytics and the characteristics that digital escape rooms should have in order to promote the development of computational thinking in challenging environments.
In the present and future of education, developing computational thinking is strategic for the digital age, serving as a bridge between technology and problem-solving. There is an opportunity to look for new ways to promote computational thinking because people have difficulty abstracting real problems and applying decomposition methods, design patterns, and algorithmic thinking in various complex contexts.
The ADDIE framework (analysis, design, development, implementation, and evaluation) was applied to develop an escape room with learning analytics and challenges focused on Sustainable Development Goal 7 (Affordable and Clean Energy). The application was carried out with 119 participants from the science club.
This research provides practical specifications for developing digital escape rooms that implement learning analytics. This study is of great value to academics, developers, and decision-makers interested in developing training activities that promote high-level skills for dealing with complexity.
The physical and logical models created can guide the implementation of requirements and database creation when developing educational digital escape rooms. A timeline, event history analysis, and a method examining the sequence of discrete states can measure computational thinking development and identify other high-level competencies in educational digital escape rooms. Essential features of web-based educational digital escape rooms include an adaptive design for optimal visualization and interaction, accessibility across a variety of devices, easy navigation, and challenges that include puzzles and time-limited problems.
Suggestions for practitioners who want to enhance high-level competencies include: (a) employ challenge-based strategies like an educational digital escape room, (b) gradually increase the difficulty of challenges to monitor competency development, (c) control the time students spend solving puzzles, and (d) continuously evaluate the strengths and weaknesses of the educational digital escape room for ongoing improvement.
Researchers who want to develop high-level competencies through educational digital escape rooms should consider timelines, event history analysis, and a method that scrutinizes the students’ sequence of discrete states while answering questions, which allows effective progress tracking.
This study contributes to open education by creating quality open educational resources for the development of high-level competencies.
Future research could expand the analysis to include qualitative data, population samples from clubs in other countries, and educational digital escape rooms targeting other sustainable development goals.



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