The Escape Room

An interactive, game-based experience which introduces students to various elements of the library. 

Overview

Note: The Escape Room has closed permanently as of 2021. Check out our events for other exciting activities at NC State University Libraries!

The Libraries Escape Room is an immersive experience designed to promote library literacy through a game-based active learning program. The challenges our participants face compel them to engage with various elements of our Makerspace, Virtual Reality and Digital Media spaces, to investigate the capabilities of Tech Lending items, and even to perform basic database research. 

The Escape Room was developed in 2018 and is designed to appeal to a diverse range of students, from first-time visitors to library power users who have embraced the opportunity to meet and interact with their peers as well as strengthen their existing connections. The Escape Room has also created a new way for us to partner with existing programs on campus to support our overarching goal of student success.

Three students in the escape room. Two are putting together a puzzle and the third is looking at a device with wires connected.

Students solving puzzles in the Escape Room

How We Did It

The Libraries Escape Room is designed to encourage creative problem solving and stimulate team dynamics, as a group of up to five students attempts to solve the puzzles they encounter, while a facilitator monitors in real-time from a nearby location. At the beginning of the activity, each team is shown an introductory video in which the narrative is explained and the ultimate goal of the Escape Room is presented. Students are given a brief introduction to the activity and its rules, as well as basic instructions on how to request remote assistance should any be required. Teams are allowed no more than 60 minutes to explore the room and figure out the clues and puzzles before the time elapses and the facilitator enters the room and the game is over. Students can keep track of their progress via a digital countdown clock mounted in the room. 

The teams are monitored remotely via Amazon Cloud Cam but can communicate with their facilitator via a two-way radio. The Escape Room is structured to flow along four concurrent linear tracks, with each track heading towards one common goal. Participants are awarded three “hints” should they become stuck at a particular juncture. Observing via the Cloud Cam, the facilitator is able to keep track of a team’s progress and, in the event of assistance being required, is able to provide students with the most relevant guidance.

Recognition

  • Tully, D, and Herzellah, L. (2019). "Break into Escape Room Design at Your Library" Presentation, Cooperating Raleigh Colleges, Raleigh, North Carolina, August 07, 2019.
  • Tully, D. and Haynes, J. (2019) “The Escape Room: Supporting Student Success Through a GameBased Immersive Experience.” Presentation, The Innovative Library Classroom, Williamsburg, VA, June 07, 2019
  • Tully, D. and Haynes, J. (2019) “The Escape Room: Supporting Student Success Through a GameBased Immersive Experience.” Presentation, Library Technology Conference, St. Paul, MN, March 21, 2019