Journal of Academic Development and Education JADE Issue 11 Summer 2019 | Page 46

Discussion It’s Time to Play the Game Reframing a library induction as an escape room takes the typical induction set-up, which would not normally involve more than providing students with knowledge of library services, and provides an opportunity to deliver an active learning experience (Petty, 2015) encouraging problem-solving and critical thinking through engagement with puzzles. Developing subject specific activities allows for student role play, such as, playing detective to solve a mystery – something forensic science students should find relatable and engaging. Looking at it in terms of Bloom’s taxonomy of educational objectives, (as seen from Persaud’s (2018) guide), knowledge only forms a first level of cognitive development, so a well-designed escape room activity can potentially reach higher levels of learning. Application, in using library catalogues, reading lists and electronic journals, as well as analysis in terms of assessing the problem and puzzles and utilising library and game tools in a way that will help get to the solution. The final debrief following the success (or failure) of the activity provides an opportunity for evaluation and reflection of the techniques used, the knowledge gained and the application towards achieving the goal, making the escape room activity a more effective learning journey than a standard library induction. 46  Unsurprisingly, using games and game elements within higher education is not a new concept with many case studies available of ‘gamified learning’ (Subhash and Cudney, 2018). Gamification is a term that arises when using games in education, defined by Deterding, et al. (2011) as, “…the use of game design elements in non-game contexts.” (p.1), though gamification is not about designing games, (Dichev, et al., 2004) but rather using reward systems familiar to games (badges, awards, points, achievements). Gamification is often used in retail marketing to develop loyalty through reward and incentive schemes and provides rewards driven, extrinsic motivation to achieve something (Dichev, et al., 2004), so even if you have never played games you will be familiar with the systems retailers use to keep you shopping. In developing the escape room, I was keen to create something that relied more on intrinsic motivation, where the love of the game and the experience and challenge are the motivators. I set out to develop a game underpinned by the concept of a subject specific library induction, which Dichev, et al. (2004) refers to as ‘gameful design’ – designing gaming activities for a learning environment. The Best Laid Plans… As Liaison and Research Support Librarian, I already have knowledge of the library services and subject resources for the areas supported, so the key was to cover what I normally cover differently. I began by seeing if other libraries had tried this technique and a number in America and the UK have, though these