Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student's motivation and to improve their learning on two courses of the second year in the
The birth of digital tablets implies a revolution with the use of mobile information. Physical education, given the time-space characteristics in which it is carried out, is an ideal field in which to include this type of device. The present study analyzes the motivation that is produced in adolescent students by working with tablets; through this, it is proposed that tablets be introduced in the conceptual aspect of the subject, thus substituting the theoretical final evaluation exam. In order to carry out this study, two activities have been proposed: 1. Filming and analysis of the different rules in basketball via collaborative development of explanatory material for such rules and, 2. Analysis of video recordings of individual technical movements in badminton by use of specific software that is available free of cost.RESUMENLa aparición de las tabletas digitales supone una revolución en el tratamiento de la información móvil. La Edu-cación Física, debido a las características espacio-temporales en las que se desarrolla, es un ámbito idóneo para incluir este tipo de dispositivos. El presente estudio analiza la motivación que genera en alumnos adolescentes el trabajo con tablets y, para ello, proponemos introducirlas en el aspecto conceptual de la asignatura sustituyen-do al examen teórico final de evaluación. Para llevar a cabo este estudio hemos propuesto dos actividades: 1.- la grabación y análisis de diferentes normas del baloncesto junto con la elaboración de manera colaborativa de material explicativo de las mismas, y 2.- el análisis de grabaciones de vídeo de gestos técnicos individuales de bádminton mediante un software específico gratuito. La investigación considera la motivación y la mejora de la competencia digital empleando como técnica de recogida de datos una encuesta realizada a 28 alumnos con edades comprendidas entre los 15 y los 17 años. Los resultados obtenidos nos llevan a señalar que existe una tendencia hacia una mayor motivación del alumnado respecto a la asignatura de Educación Física, así como una notable percepción de mejora en la competencia digital de los adolescentes.
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