1. Why?
The University of Surrey Library and
Learning Support Services recognised an
increasing need to transform its ‘Welcome’,
‘Induction’ and ‘Orientation’ activities for
students.
Feedback from students at Surrey and
evidence from educational literature
suggest that traditional approaches in the
form of lectures, often result in Library
Anxiety amongst students. This can prevent
them from taking advantage of help
available to them when they need it which
in turn can effect their grades.
How?
Informed by the work of Walsh (2017), a small
team of colleagues across the different
departments of the University library, created
an Escape Room Game. This activity invited
students to solve a series of themed puzzles
in the Escape Room, introducing them to
library services and information literacy skills
to support their studies.
Testing, testing,
testing!
• Staff members from across the
University were asked to complete
a timed run-through of the game
• Three groups of 6-10
• Adjustments were made after each
occurrence based on the findings.
Results
• Qualitative feedback showed an overwhelmingly positive response
from students of the Escape Room, particularly that they found it fun,
challenging and unique to their other experiences of university.
• The comments showed evidence of bonding with each other
• There were many requests for further events which displayed an
absence of Library Anxiety and instead the start of a bond between the
student and the Library
• Students from across all years took part and found out about the event
through their friends
• Time intensive for the staff planning and running the event; however, it
increased team collegiality and allowed staff to think creatively outside
of their normal roles
Design
• 30 minute timed game with scoreboard at the
end
• Linear game design
• Run across the first teaching week
• Booking in advance
• Introductory video shown at beginning to
explain the game
• Two staff members acting as facilitators
during each game
Escape the Welcome Cliché
Introducing students to the Academic Library through an immersive Escape Room Game
By the University of Surrey
Library and Learning Support Services
Laura Barnett, Adam Hill, Julie Lowe, Hannah Wise
Recommendations
• Allocate and dedicate enough staff time to allow for planning, testing and
running the game
• Test and test again. Even on the day of the event – one last run through
wont hurt
• Consider publicity and timing – will you have enough time to make the
students aware its running and allow enough time for word of mouth to
spread
• Create a robust booking system and allow for no shows, late shows and
double shows!
• Reinforce what students learnt – create a takeaway leaflet with major
points or schedule a quiz to test knowledge later
• Give it a go – the results are well worth the effort!