Alice Veldkamp

Mrs. Alice Veldkamp


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 November 2020 in Educational Research Review
Verified
Journal Article
Open access
AVAlice Veldkamp
Alice Veldkamp
LGLiesbeth van de Grint
Liesbeth van de Grint
MKMarie-Christine P.J. Knippels
Marie-Christine P.J. Knippels
WJWouter R. van Joolingen
Wouter R. van Joolingen

5 April 2020 in British Journal of Educational Technology
Verified
Journal Article
Open access
PDF file
AVAlice Veldkamp
Alice Veldkamp
JDJoke Daemen
Joke Daemen
STStijn Teekens
Stijn Teekens
SKStefan Koelewijn
Stefan Koelewijn
MKM.C.P.J. (Marie-Christine) Knippels
M.C.P.J. (Marie-Christine) Knippels
WJWouter van Joolingen
Wouter van Joolingen
In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem‐based and time‐constrained, requiring active and collaborative participants, a setting that teachers want to achieve in their classroom to promote learning. This paper explores the adaptation of the escape room concept into educational escape game boxes. These technology‐enhanced escape boxes have become hybrid learning spaces, merging individual and collaborative learning, as well as physical and digital spaces. The design of the box with assignments on each side puts users face to face with each other and requires them to collaborate in the physical world, instead of being individually absorbed in a digital world. The developed box is a unique concept in the field of escape rooms; the content is adaptable. This paper describes the process leading to the design criteria, the design process, test results and evaluation, and provides recommendations for designing educational escape rooms.

11 March 2021 in Frontiers in Education
Verified
Journal Article
Open access
PDF file
AVAlice Veldkamp
Alice Veldkamp
MKMarie-Christine P. J. Knippels
Marie-Christine P. J. Knippels
WJWouter R. van Joolingen
Wouter R. van Joolingen
Case studies report enthusiastically on the implementation of escape rooms in science education. This mixed-method study explores beyond the early adopting teacher, as the perceptions of 50 teachers and 270 students were investigated. Escape rooms are time restricted games where participants work together and accomplish a specific goal. The escape rooms’ usability for education in terms of goals, experiences during gameplay, outcomes, and boundary conditions are studied, using multiple data sources: online questionnaires, interviews, classroom observations and movie clips made by students about their experiences. The use of mixed methods and large samples on this topic is a novelty. Results show that teachers of different ages, gender and teaching experience were appealed in particular to the diversity of activities offered that call for multiple skills and teamwork. Students experienced the need to think hard using multiple thinking skills and enjoyed the feeling of autonomy and mastery during gameplay. This is interesting, as an escape room setup is very strict, with few degrees of freedom. According to teachers and students, escape rooms are suitable for processing, rehearsing and formative assessment of science knowledge and skills. However, the time restriction during gameplay appears to be an ambiguous factor in student learning.

23 February 2022 in British Journal of Educational Technology
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Journal Article
Open access
PDF file
AVAlice Veldkamp
Alice Veldkamp
JNJohanna Rebecca Niese
Johanna Rebecca Niese
MHMartijn Heuvelmans
Martijn Heuvelmans
MKM.C.P.J. (Marie-Christine) Knippels
M.C.P.J. (Marie-Christine) Knippels
WJWouter van Joolingen
Wouter van Joolingen
This study investigates the influence of the educational game design elements immersion , collaboration and debriefing , on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is, escaping from the room. One‐hundred‐and‐twenty‐six students, aged between 16 and 20 played the escape room. Measures for learning were pre‐and post‐tests. The game experience was measured through questionnaires, classroom observations and interviews with students and teachers. The results show a knowledge gain between pre‐and post‐test. Correlational analysis showed that all three design elements contributed to students' appreciation of the escape room, whereas only immersion had a direct contribution to knowledge gain. Based on the qualitative data it appeared that the used escape boxes contributed most to perceived immersion. Immersion helps students focus on each other and the tasks. Also, a narrative with distinct roles for each student helped to evoke immersion. Unexpectedly, these roles also scaffolded collaboration except for students in the school that engaged in a collaborative learning pedagogy. The study confirms the usability of the framework for game designs, based on theories for the design of physical and hybrid educational games. Practitioner notes: What is already known about this topic The escape room as a learning environment appeals to teachers of different disciplines, ages, gender and teaching experiences. Teachers implement escape rooms to create active (hybrid) learning spaces, where learners need a combination of knowledge and skills to solve the subject‐based activities. Students and teachers perceive that while participating in escape rooms, students are more engaged, active and learn more compared to regular classes. The assumption is that escape rooms support collaboration and automatically collaborative learning. Review studies on educational escape rooms show that a systematic evaluation is usually absent, disputable or indicates no knowledge gain. Teachers design their educational escape rooms based on digital escape games and/or their experience as players of escape rooms. For digital educational games, important game design aspects are researched. Three main challenges in designing educational games are (1) the participants' transition from the real world to the game world, (2) the alignment of game design aspects and educational aspects and (3) the transfer from attained experiences and knowledge back into the real world. What this paper adds This paper evaluates an educational game design framework for escape rooms, focussing on the above‐mentioned main challenges in designing educational games. It investigates the influence of the educational game design elements immersion , collaboration and debriefing , on fostering learning with a hybrid educational escape room. It informs that all three design elements contributed to students' appreciation of the escape room, whereas only immersion had a direct contribution to knowledge gain. The used hybrid escape boxes contributed most to the immersion; scaffolding students to focus on each other and the tasks. Students' collaboration was successfully fostered. However, it scarcely led to collaborative learning during gameplay, due to lack of discussion and reflection needed for deeper understanding. Implications for practice and/or policy The educational escape game framework would help educators creating immersive games, which not only confront learners with meaningful contexts but also give learning gains. The educational escape game framework would help researchers focussing on important and difficult aspects of designing and implementing educational escape rooms to develop and research more effective escape rooms. In guidelines on creating immersion in educational escape games, the notion of physical objects is lacking. In this hybrid escape room, the physical objects such as escape boxes were the most powerful in creating immersion. In addition, the use of sound design in escape games in classrooms seems overrated. Debriefing after the gameplay is perceived necessary to discuss common misunderstandings, to make connections between the topics in various puzzles and to add more content to interest high‐achieving students.

23 August 2024 in Journal of Curriculum Studies
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Journal Article
Open access
ASA. Sarid
A. Sarid
JPJelle Boeve-De Pauw
Jelle Boeve-De Pauw
ACAndri Christodoulou
Andri Christodoulou
MDM. Doms
M. Doms
NGNiklas Markus Gericke
Niklas Markus Gericke
MKM.C.P.J. (Marie-Christine) Knippels
M.C.P.J. (Marie-Christine) Knippels

12 October 2026 in Journal of Geoscience Education
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Journal Article
Open access
SBShaivan Raj Bhagat
Shaivan Raj Bhagat
EDEmma E. Daniels
Emma E. Daniels
AVAlice Veldkamp
Alice Veldkamp
Fieldwork is inherently linked with the discipline of marine and geosciences as it allows data collection of direct observations and offers an essential experience for students and early career res...