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2021
DOI: 10.1186/s12909-021-02973-5
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A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students

Abstract: Background This study presents an experiment regarding the introduction of gamification strategies in occupational therapy courses. Based on previous studies, the objective is to adapt the idea of recreational escape rooms to educational environments of health sciences like occupational therapy to increase student motivation and promote game-based learning and key skills, such as teamwork. Methods Computer software was created for a collaborative e… Show more

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Cited by 23 publications
(20 citation statements)
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References 40 publications
(41 reference statements)
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“…The articles determined that motivation increased the learning process and allowed the students to be more perceptive to the lessons [ 84 ]. These results match an escape room’s initial evaluation as a gamification tool indicating their potential for teaching even postgraduate students [ 85 ]. The device was developed before the lockdowns and the experiment in Spain [ 85 ].…”
Section: Resultssupporting
confidence: 69%
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“…The articles determined that motivation increased the learning process and allowed the students to be more perceptive to the lessons [ 84 ]. These results match an escape room’s initial evaluation as a gamification tool indicating their potential for teaching even postgraduate students [ 85 ]. The device was developed before the lockdowns and the experiment in Spain [ 85 ].…”
Section: Resultssupporting
confidence: 69%
“…These results match an escape room’s initial evaluation as a gamification tool indicating their potential for teaching even postgraduate students [ 85 ]. The device was developed before the lockdowns and the experiment in Spain [ 85 ].…”
Section: Resultssupporting
confidence: 69%
“…The use of educational games as learning tools allows teaching and reinforcement learning. Moreover, it develops non-cognitive skills like problem-solving, teamwork, and communication (Huang et al, 2020), beyond curiosity for students to discover scientific concepts, motivation and engagement comparable to the traditional educational games (Borrego et al, 2017, Nicholson, 2018, Gómez-Urquiza et al, 2019, Huang et al, 2020, Moreno-Fernández et al, 2020, Bilbao-Quintana et al, 2021, Dugnol-Menéndez et al, 2021, Macías-Guillén et al, 2021. Students may develop their learning path playfully and their own adaptive and responsive skills.…”
Section: Educational Escape Roommentioning
confidence: 99%
“…Most authors tend to describe the EER activity as "gamification" (Sanchez et al, 2017, Li et al, 2019, Pérez et al, 2019, Leon et al, 2020, Lopez-Belmonte et al, 2020, Bistulfi, 2021, Dugnol-Menéndez et al, 2021, Santos and Moura, 2021 although others as a "serious game" (Mystakidis et al, 2019, Brown et al, 2019. In both cases, students are meant to be motivated and engaged by the activity, and there has been extensive research on their differences (Mayer, 2016, Macías-Guillén et al, 2021.…”
Section: Educational Escape Roommentioning
confidence: 99%
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