Gamifying the university classroom: a comparative analysis of game dimensions through educational Escape Room and a digital board game
Marta Mauri-Medrano,
Sara González-Yubero,
Carolina Falcón-Linares
et al.
Abstract:IntroductionUniversity education is looking for innovative ways to enrich the teaching-learning process.MethodsThis study aims to describe and compare two gamified experiences: an educational Escape Room and a digital goose board game with Genially. The design of this research follows a quantitative correlational methodology. A total of 135 university students in the first year of the Bachelor’s Degree in Primary Education participated in the study.ResultsData were collected using the Gamified Game Experience … Show more
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