2020
DOI: 10.3390/educsci10090213
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Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence

Abstract: The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism, curricular alternative proposals that have focused attention on the learning process (rather than in the teaching one) have been developed. Recently, game-based learning … Show more

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Cited by 25 publications
(23 citation statements)
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References 22 publications
(37 reference statements)
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“…In the introduction, players are introduced to ER rules, the materials, the gaming tools, and less often, the learning goals. Tutors take on a supervising and game master role to aid in providing clear instructions before the game starts, a finding which is consistent with other studies [10,52,104]. During the gameplay, instructors take on roles related to monitoring, moderating, guiding, facilitating, providing hints, encouraging participants, and debriefing.…”
Section: Key Findings and Implicationssupporting
confidence: 76%
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“…In the introduction, players are introduced to ER rules, the materials, the gaming tools, and less often, the learning goals. Tutors take on a supervising and game master role to aid in providing clear instructions before the game starts, a finding which is consistent with other studies [10,52,104]. During the gameplay, instructors take on roles related to monitoring, moderating, guiding, facilitating, providing hints, encouraging participants, and debriefing.…”
Section: Key Findings and Implicationssupporting
confidence: 76%
“…In today's educational landscape, ER scenarios are promising trends and can be integrated into many academic disciplines, such as healthcare [7][8][9], STEM subjects [10], computer science [11], chemical engineering [12], pharmacy [13], physics [14], mathematics [15], radiology [16], biology [17] and many others. The protagonists of EERs are usually secondary or higher education students, tutors, professionals, designers, and researchers.…”
Section: Introductionmentioning
confidence: 99%
“…We have already demonstrated the potential of EERs to promote knowledge [27], by designing the experience of a problem-based game and emphasizing the equivalent game-problem [28,29]. In this regard, the literature reports that problem-based learning approaches may help mitigate the different mathematics performances evidenced in PISA reports [30].…”
Section: Educational Escape Rooms As a Formative Toolmentioning
confidence: 99%
“…The previously described situation sets the point to establish specific criteria for defining "what an educational escape room is". In this regard, design criteria were established by the authors as presented in [27], so that students can apply such criteria when designing their proposals. Design criteria can be summarized as follows:…”
Section: Eer Design Criteriamentioning
confidence: 99%
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