2021
DOI: 10.3390/educsci11080426
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Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences

Abstract: Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teachers. Faced with this situation, the use of online educational escape rooms has been proposed as a motivating strategy for students to review curriculum content in a co… Show more

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Cited by 23 publications
(4 citation statements)
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“…In social sciences, Manzano-León et al [42] conducted an experience using DEER resources during the COVID-19 confinement. In their research, they conclude that online escape rooms can be motivating active learning strategies for students and propose as future lines of research to study their impact on students' academic performance.…”
Section: Discussionmentioning
confidence: 99%
“…In social sciences, Manzano-León et al [42] conducted an experience using DEER resources during the COVID-19 confinement. In their research, they conclude that online escape rooms can be motivating active learning strategies for students and propose as future lines of research to study their impact on students' academic performance.…”
Section: Discussionmentioning
confidence: 99%
“…I will now 'zoom in' on three studies of online escape games used in higher education settings: a qualitative study of a synchronous and fully online escape game where teams of health science university students play in online rooms (Rodríguez-Ferrer et al, 2022); an online asynchronous escape game using google forms where individual first-semester students play a game regarding patient safety (Vestal et al, 2021); and a fully online and synchronous escape game on gender violence played by teams of university students from a social education course (Manzano-León et al, 2021).…”
Section: Reviewmentioning
confidence: 99%
“…For example, Boytchev and Boytcheva (2020) improved students' scores and boosted their motivation by applying gamified evaluation to their classes designed to improve computer graphics skills [21]. Additionally, Manzano-León, et al, (2021) utilized online escape rooms as part of their educational strategy to promote motivation among students in the Department of Education and Social Psychology [22]. It turned out that using gamification elements was helpful in encouraging students to debate and participate.…”
Section: Literature Reviewmentioning
confidence: 99%