Viewed as a “living classroom,” escape rooms are known for fostering student engagement and improving learner outcomes. This project can lead to transformative change across Humber’s learning environments by promoting multidisciplinary collaboration, incorporating physical and digital elements using emerging technology, and making the learning experience more enjoyable for faculty and students by improving the accessibility of escape room learning materials.
The project aligns with the Humber Academic Plan by harnessing new technology, improving digital fluency and ultimately supporting innovative teaching and learning delivery. The initial design and build of the project incorporates physical and digital elements using Extended Reality (XR), Augmented Reality (AR), Artificial Intelligence (AI), the Internet of Things (IoT) and other emerging technologies.
The project's three phases include building an initial prototype for the escape room, examining how the materials created for the escape room can be used in various academic programs, and collaborating with faculty members to explore how they can customize the educational escape room for their use. After the educational escape room has been built, future studies will examine how the escape room can be modularized to be used by Humber faculty and students.
Faculty of Media, Creative Arts & Design
Team Members
Robert Blain (lead)
Sean Doyle (collaborator)
Tanya Greve (collaborator)