2020
DOI: 10.1016/j.heliyon.2020.e04340
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Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach

Abstract: There is a growing tendency to incorporate gamification activities with the aim of improving student's motivation in science, technology, engineering and mathematics (STEM) courses. One of the strategies to apply gamification in the classroom is the use of the escape room. In this work different experiences of escape room in the context of formal university education are analysed. The analysis of students' opinions shows that such activities are well received regardless of background (engineering or education)… Show more

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Cited by 62 publications
(38 citation statements)
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“…Some were strictly quantitative studies that relied on post-participation questionnaires (e.g. Novak, Lozos, & Spear, 2019;Sánches-Martín, Corrales-Serrano, Luque-Sendra, & Zamora-Polo, 2020). Other articles included pre-and post-participation surveys of subject matter knowledge and motivation (e.g.…”
Section: Methods Used To Examine the Use Of Escape Rooms For Educatiomentioning
confidence: 99%
See 2 more Smart Citations
“…Some were strictly quantitative studies that relied on post-participation questionnaires (e.g. Novak, Lozos, & Spear, 2019;Sánches-Martín, Corrales-Serrano, Luque-Sendra, & Zamora-Polo, 2020). Other articles included pre-and post-participation surveys of subject matter knowledge and motivation (e.g.…”
Section: Methods Used To Examine the Use Of Escape Rooms For Educatiomentioning
confidence: 99%
“…The escape room used in the field of entomology described by Healy ( 2019) was developed at a university for students in secondary education. We note that the only two studies whose informants were teacher education students were also within STEM subjects (Queiruga-Dios, Sánchez, Dios, Martínez, & Encinas, 2020;Sánches-Martín et al, 2020).…”
Section: Use Of Escape Rooms In Educationmentioning
confidence: 99%
See 1 more Smart Citation
“…Para la puesta en marcha de la experiencia, se han diseñado y aplicado una serie de actividades, en la que se combina el uso de estrategias de gamificación basadas en narrativa (Barreal & Jannes, 2019), juegos digitales (Rodríguez et al, 2015), juego, experiencias de escape room (Sánchez-Martín et al 2020;Segura-Robles & Parra González, 2019); Breakout, juegos de rol y juegos de evaluación (Fuentes, 2019). En total, todos los grupos en los que se distribuye el grupo de participantes han tenido al menos ocho experiencias de gamificación a lo largo del curso 2019-2020.…”
Section: Tipos De Juegos Utilizados En La Experienciaunclassified
“…Today, there is great interest in providing good training for students in subjects and degrees related to science, technology, engineering, and mathematics (STEM), due to concerns about the decline of interest in some STEM fields by students in recent years (Miller, Sonnert & Sadler, 2018;Sánchez-Martín, Corrales-Serrano, Luque-Sendra & Zamora-Polo, 2020). The term STEM was first coined by the National Science Foundation (NSF) in 1990 as an acronym for Science, Technology, Engineering and Mathematics, but the concept did not become well-known until 2003well-known until (McComas, 2014.…”
Section: Introductionmentioning
confidence: 99%