2021
DOI: 10.15359/ree.25-3.27
|View full text |Cite
|
Sign up to set email alerts
|

Developing Visible Thinking and Motivation Through the Curricular Design of an Escape Room in Higher Education

Abstract: Introduction. The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the pedagogical design of an escape room based on visible thinking and analyses its effect on the motivation and cognitive processes of higher education students. Method. For this … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
1
0
1

Year Published

2022
2022
2024
2024

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(3 citation statements)
references
References 15 publications
0
1
0
1
Order By: Relevance
“…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%
“…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%
“…Over centuries, various gaming techniques have been developed in the field of teaching. These techniques aim not only to make learning enjoyable for students, but also to foster thinking and teamwork skills through diverse, student-centred pedagogical strategies (Bilbao-Quintana et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…Além do mais, ele disserta que o jogo permanece no modelo de ensino complementar, favorecendo um ambiente imersivo e divertido.Da mesma forma, Avargil, Shwartz e Zemel (2021) abordam sobre o desenvolvimento prático, direto e sincero que os jogos de ER produzem nas atividades de um estudante livre para construir o seu conhecimento, com base na resolução de problemas, utilizando elementos e superando dificuldades. Os autores também discutem como esse tipo de jogo pode trabalhar as habilidades cognitivas e metacognitivas, além de fornecer suporte social e emocional, habilidades cobradas no século XXI.Os autoresBilbao-Quintana et al (2021) analisaram o desempenho após a atividade e a percepção da qualidade dos jogos de ER. Os resultados indicaram que a resolução de problemas com diferentes níveis de dificuldade foi vista como um componente motivacional, pelo fato de que eles dão a sensação de avanço de fase, além de ser um elemento que auxilia a gerir o tempo.De forma semelhante, nota-se o êxito no desempenho em ER virtual, conforme demonstrado pela investigação descrita pelos autores Rosillo e Montes (2021).…”
unclassified