2023
DOI: 10.3390/su151713001
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Learning through Challenges and Enigmas: Educational Escape Room as a Predictive Experience of Motivation in University Students

Sara González-Yubero,
Marta Mauri,
María Jesús Cardoso
et al.

Abstract: (1) Background. One of the most innovative gamification techniques emerging in the current educational context is the escape room, whose implementation aims to promote student motivation and learning. A review of the literature shows that many of the previous works lack a solid theoretical basis when it comes to explaining the motivational effects associated with student participation in this experience. Therefore, the aim of this study is to analyze the relationship between gamification and motivation and ide… Show more

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Cited by 4 publications
(10 citation statements)
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“…A previous study show that the implementation of educational Escape Room in the Higher Education environment, makes students have to work collaboratively, testing creativity and critical thinking in solving challenges in a limited time (Fotaris and Mastoras, 2019). The results of some research with university students show positive values in enjoyment/fun, degree of absorption, creative thinking, sense of mastery and student activation toward learning (Anguas-Gracia et al, 2021;Navarro-Mateos and Pérez-López, 2022;González-Yubero et al, 2023). On the other hand, it is worth highlighting that some studies confirm the experience of negative affect or unpleasant emotions during the Escape Room game in university students (Soler et al, 2020;Anguas-Gracia et al, 2021;González-Yubero et al, 2023).…”
Section: Gamification Through Educational Escape Roommentioning
confidence: 96%
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“…A previous study show that the implementation of educational Escape Room in the Higher Education environment, makes students have to work collaboratively, testing creativity and critical thinking in solving challenges in a limited time (Fotaris and Mastoras, 2019). The results of some research with university students show positive values in enjoyment/fun, degree of absorption, creative thinking, sense of mastery and student activation toward learning (Anguas-Gracia et al, 2021;Navarro-Mateos and Pérez-López, 2022;González-Yubero et al, 2023). On the other hand, it is worth highlighting that some studies confirm the experience of negative affect or unpleasant emotions during the Escape Room game in university students (Soler et al, 2020;Anguas-Gracia et al, 2021;González-Yubero et al, 2023).…”
Section: Gamification Through Educational Escape Roommentioning
confidence: 96%
“…Educational Escape Rooms can be defined as live action games based on teamwork in which participants discover clues, solve puzzles and perform tasks in one or more rooms to achieve a specific goal (usually escape from the room) in a limited time (Nicholson, 2018). Currently, the educational Escape Room is a booming resource because they increase student motivation toward learning (González-Yubero et al, 2023) and the development of inter-and intrapersonal competencies that can be enhanced through game design (Villalustre and Moral, 2015;Veldkamp et al, 2020). In order to implement an Escape Room, it is necessary to clearly establish the didactic objectives and specific competencies that are to be enhanced through the game (Rodríguez and Santiago, 2015).…”
Section: Gamification Through Educational Escape Roommentioning
confidence: 99%
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