2022
DOI: 10.7821/naer.2022.7.1025
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Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms

Abstract: Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation, absence of negative effects and student grades. A descriptive and correlational experimental design has been used. In total, 105 Spanish university students participated.… Show more

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Cited by 33 publications
(31 citation statements)
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“…For example, storytelling is essential in creating an activity such as dEERs improving motivation (85%), and generating an environment of positive emotions (90%). These results are in agreement with prior studies, such as [52][53][54][55]57] Teamwork has also been highlighted as an element that improves student motivation. In this case, having a limited time for the answers and being an activity of a short duration, in the authors' opinion, has improved the interaction between the components of the group.…”
Section: Discussionsupporting
confidence: 92%
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“…For example, storytelling is essential in creating an activity such as dEERs improving motivation (85%), and generating an environment of positive emotions (90%). These results are in agreement with prior studies, such as [52][53][54][55]57] Teamwork has also been highlighted as an element that improves student motivation. In this case, having a limited time for the answers and being an activity of a short duration, in the authors' opinion, has improved the interaction between the components of the group.…”
Section: Discussionsupporting
confidence: 92%
“…In situ experiences enhance the positiveness of these activities and strengthen the competencies that are intended to be developed. Additionally, face-to-face environments promote students' fun and activation generating pleasant entertainment experiences [57]. An alternative to avoid the problems related to creating such an EER is to design a virtual or digital EER (dEERs) through computer applications [58][59][60][61][62][63][64], which can be easily adapted to the infrastructure that universities have nowadays.…”
Section: Introductionmentioning
confidence: 99%
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“…Students' engagement, motivation and active participation are vital contributors to academic success and the overall learning and teaching process [29]- [33]. Immersive technologies such as virtual reality can reinforce these aspects by offering students the ability to learn in safe and secure virtual environments which offer more vivid and interactive learning experiences [34], [35].…”
Section: Discussionmentioning
confidence: 99%
“…Este clima positivo generado dentro del aula fomenta la cooperación y la colaboración (Lee et al, 2018;, así como la socialización y la interrelación de los compañeros en el aula presencial, el aula digital y los espacios extraescolares (Báez & Clunie, 2019;Moreno-Guerrero et al, 2020). Asimismo, el trabajo grupal generado potencia la capacidad para la resolución de problemas por parte del alumnado (Bognar et al, 2019;Pozo-Sánchez et al, 2022).…”
Section: Introductionunclassified