Unlocking Experiential Learning - Key Factors in Interactive Historical Storytelling
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Typ
Examensarbete för masterexamen
Master's Thesis
Master's Thesis
Program
Interaction design and technologies (MPIDE), MSc
Publicerad
2024
Författare
Anthin, Olle
Bohman, Emil
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
Sammanfattning
This master’s thesis investigates the integration of experiential learning with interactive historical storytelling through the medium of escape rooms. Conducted within the context of Karlsborg Fortress, a historical site in Sweden, this study
explores the key factors that affect the conditions for effective experiential learning in an educational escape room setting. Leveraging theories from Interaction Design, Storytelling, Pedagogy, and Game Design, the research applies a Research through Design (RtD) approach to evaluate various interactive storytelling elements. To conduct the study a historically accurate and engaging escape room was designed in collaboration with Kistone AB. The escape room immerses participants in the events of World War II, particularly the transfer of Sweden’s gold reserve to Fort Knox. The design process was guided by the principles of design thinking in order to unveil knowledge in an unexplored area.
Through qualitative and quantitative evaluations, including thematic analysis and surveys, the thesis presents insights into the design and implementation of educational escape rooms. The findings highlight the key factors of Intensity, Familiarity and Group size. The study provides guidelines for future projects, aiming to bridge the gap between commercial escape room design and educational applications, thereby enhancing the impact of experiential learning in informal educational settings.
Beskrivning
Ämne/nyckelord
Interaction Design , Experiential Learning , Research through Design , Interactive Storytelling , Educational Technology , Pedagogical Tools , Escape Rooms