Current 360° technology, such as cameras and authoring environments, enable teachers to develop their own subject-specific 360° rooms or to use freely available subject-specific 360° rooms. The spatial characteristics of such 360° rooms offer a combination with the popular game metaphor of the Escape Room. Using the example of a 360°-based waterworks in combination with a web-based form, the low-threshold implementation of a digital Escape Room is presented, which is now regularly used in university teaching. In particular, the potentials and challenges of transferring it to other subject-specific objects will also be addressed.
Heinrich Söbke works in the field of applied engineering didactics and educational technology at the Faculty of Civil Engineering of the Bauhaus University Weimar. His research foci are serious games, gamification and mixed reality. Through continuous dialogue with these disciplines, he is constantly involved in related topics such as simulations, integrated data models and data exchange formats.