Modelling, Not Telling: Embedding 21st Century Skills in Teacher Education through an Educational Escape Room
Patrick Murphy, Nord University (Norway)
Abstract
Integrating 21st‑century competences into higher education requires more than policy rhetoric or theoretical endorsement; it demands concrete pedagogical practices that model creativity, collaboration, problem‑solving, and adaptive thinking for future teachers. Although teacher‑education programmes emphasise the importance of innovative, student‑centred approaches in schools, they may remain anchored in traditional, discipline‑bound and lecture‑based formats. This paper presents a cross‑curricular learning initiative designed to disrupt such habitual structures by introducing second‑year teacher‑training students to an immersive educational escape room as the starting point for a full‑day interdisciplinary learning experience. The escape room serves as an active, task‑based learning environment in which students engage with authentic problem‑solving scenarios under time pressure. This design requires them to mobilise a broad range of 21st‑century skills, shifting classroom dynamics from passive knowledge reception to creative, collaborative, and communicative meaning‑making. The experience demonstrates in practice what teacher‑education programmes frequently advocate in theory: that future teachers must learn through the pedagogies they are expected to enact. The pedagogical framework draws inspiration from Howard Gardner’s theory of Multiple Intelligences[1]. Challenges are intentionally designed to activate linguistic, logical‑mathematical, spatial, interpersonal, intrapersonal, bodily‑kinaesthetic, and other forms of intelligence, enabling students to contribute in varied and meaningful ways. This diversity of entry point competencies is often overlooked in conventional academic tasks, though the escape room generates new collaborative constellations in which leadership and participation shifts. Through this design, the escape room becomes a learning environment where multiple forms of ability are recognised, valued, and mobilised both Gardner’s insights and contemporary 21st‑century competence frameworks. Findings indicate that immersive, game‑based learning designs can serve as powerful catalysts for reimagining teaching and learning in teacher‑education programmes. By embodying rather than merely discussing 21st‑century competences, the escape room bridges the gap between theory and practice and provides a concrete model of innovative pedagogy for future teachers.
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Keywords |
21st‑century skills; teacher education; cross‑curricular learning; educational escape room; |
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REFERENCES |
[1] Gardner, H. (1999). Intelligence Reframed: Multiple Intelligences for the 21st Century. New York: Basic Books |
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