This section is to be used by Educators after playing our escape room. The terms used during your post-game evaluation are included here for your reference. This is not meant to be a complete reference of all the terms of what players may do wrong or right during an escape game. Thanks for playing!
Hard/Easy Effect - Suggesting that you overcomplicate a solution
Selective Perception - When a person ignores that they may be wrong
Availability Heuristic - When you see something but you are not sure what, something that in normal life doesn't happen
Cortisol- Stress releases cortisol in the brain causes confusion and negativity
Subject-Expectancy Effect-finished one puzzle and expect the next solution to be somewhere else
Imagine Bias-searching for one item among something creates a bias against the unwanted item
Unbalanced Conversation-extroverts and quick thinkers dominate conversation, not allowing teammates to contribute
Anchoring Effect-converge on first few ideas, stifling new ideas
Illusory Correlation-seeing a connection between two totally disconnected items
Occam's Razor-The simplest, most direct solution is usually the correct one
Fluid Intelligence-used to solve puzzles, but it declines with age
Inattentional Blindness-not noticing things right in front of you
Guess Work-to bypass or circumvent game design by guessing
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Teams who occasionally physically touch each other out-perform those who don't
If you are working as a cohesive team, you assign blame to the whole team, not one individual
People playing escape rooms for money go slower than if playing for fun
Quieter groups can do better
Elevated stress makes you work less efficiently