2020
DOI: 10.1016/j.ece.2020.05.007
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New approaches to adapt escape game activities to large audience in chemical engineering: Numeric supports and students’ participation

Abstract: Gamification is a widespread phenomenon that relies on using game mechanics in other areas, such as the learning situation. One of the most exciting types of games in the late 2010s is escape games, where the principle is for the players to manage to escape from a room in which they are locked by finding hidden items and following a sequence of puzzles. The goal of using this type of game is to motivate/involve learners, to make them work and develop adaptability and responsiveness skills. Unfortunately, these… Show more

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Cited by 34 publications
(40 citation statements)
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“…A few educators have transcended the physical barrier and have developed purely virtual educational escape rooms [30], [31], [35]- [37]. However, two of these educational escape rooms [30], [31] were conducted exclusively face-to-face.…”
Section: Related Workmentioning
confidence: 99%
See 4 more Smart Citations
“…A few educators have transcended the physical barrier and have developed purely virtual educational escape rooms [30], [31], [35]- [37]. However, two of these educational escape rooms [30], [31] were conducted exclusively face-to-face.…”
Section: Related Workmentioning
confidence: 99%
“…However, two of these educational escape rooms [30], [31] were conducted exclusively face-to-face. In the case of [37], the activity was hosted in person but students were also given the possibility of playing remotely and individually as a homework assignment. Therefore, there is a total of three works [35]- [37] that have reported on the use of educational escape rooms conducted remotely.…”
Section: Related Workmentioning
confidence: 99%
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