“In Search of the Golden Tablet”: designing a digital escape room at the A2 level for English Language Learners
Previous studies on the use of digital educational escape rooms (DEERs) have emphasized their positive impact on learners’ motivation and engagement across educational levels (Atienza-Martínez, 2021; Moreno-Fernández et al., 2020; Navarro-Mateos and Pérez-López, 2022; Virdergor, 2021). Also, their benefits have been suggested to be interdisciplinary, with studies reporting on successful experiences in science (López-Royo et al., 2021; Lathwesen and Belova, 2021), and humanities (Armie et al., 2021). However, research on the design and impact of a DEER for language learning is still scarce (Martín-Queralt and Batlle-Rodríguez, 2020; Sylvén and Sundqvist, 2012). The present study describes the development of “In Search of the Golden Tablet” a digital escape room specifically designed for English Language Learners (ELLs) at the A2 level. The plot invites ELLs to travel back in time while engaging in different tasks to solve a mystery about the evolution of language. Two avatars were created to introduce the story and guide the players through the game. Using Genial.ly as an online platform to create interactive content, we elaborated six tasks to work on the players’ receptive skills, putting their linguistic competence to the test through thrilling events. The instructions and tasks were developed following the Global Scale of English (GSE) (Pearson, 2019) and the Common European Framework of Reference for Languages Companion Volume (CEFR CV) (Council of Europe, 2020). This project illustrates the challenges and limitations involved in the design of a DEER. Last, recommendations for future research on the development of digital escape rooms for ELLs at different levels of proficiency are offered.