2018
DOI: 10.21125/edulearn.2018.1051
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Room Escape: A Transversal Gamification Strategy for Physiotherapy Students

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Cited by 6 publications
(5 citation statements)
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“…In general, the use of the escape room as an experience of educational gamification has high utility and it helps to foster the enjoyment of learning, and consequently, the academic performance and motivation of the students [18][19][20]. These are some of the reasons why literature regarding educational escape rooms in higher education is increasing in different fields [21,22].…”
Section: Introductionmentioning
confidence: 99%
“…In general, the use of the escape room as an experience of educational gamification has high utility and it helps to foster the enjoyment of learning, and consequently, the academic performance and motivation of the students [18][19][20]. These are some of the reasons why literature regarding educational escape rooms in higher education is increasing in different fields [21,22].…”
Section: Introductionmentioning
confidence: 99%
“…Hasta el momento, la evidencia científica sobre el empleo de escape room como método educativo a través de la gamificación destaca que, el proceso de aprendizaje, se transforma en un momento confortable para el alumnado que conlleva a un aumento en su participación (Kinio et al, 2019citado por Dugnol-Menéndez et al, 2021 contribuyendo a que participen en su aprendizaje y, como consecuencia, su motivación por él incremente (Borrego et al, 2017;Carrión et al, 2018;Gómez Urquiza, 2019citados por Dugnol-Menéndez et al, 2021. No obstante, se precisa de una revisión que permita aunar la información con la que se cuenta actualmente acerca de los escape rooms como método de gamificación en el contexto universitario.…”
Section: Fundamentaciónunclassified
“…Other case studies describe students developing escape rooms in order to foster design skills (Li, Chou, Chen, & Chiu, 2018;Ma, Chuang, & Lin, 2018). Escape rooms have been designed to foster domain specific skills and knowledge, such as nursing (Adams, Burger, Crawford, & Setter, 2018;Brown, Darby, & Coronel, 2019), medicine (Cotner, Smith, Simpson, Burgess, & Cain, 2018), pharmacy (Cain, 2019;Eukel, Frenzel, & Cernusca, 2017), physiotherapy (Carrión et al, 2018), chemistry (Dietrich, 2018), physics (Vörös & Sárközi, 2017), computer science (Ho, 2018), mathematics (Arnal et al, 2019), history (Rouse, 2017), and English (López, 2019) or to support the development of generic skills (Craig, Ngondo, Devlin, & Scharlach, 2019). Teachers appreciated the diversity of content-related activities, the need for collaboration and the engagement shown by students.…”
Section: The Escape Room Concept and Design Characteristicsmentioning
confidence: 99%
“…Studies refer to the guiding role of teachers as game masters described by Nicholson (2015), (Carrión et al, 2018;Giang et al, 2018;Mills & King, 2019). This is remarkable as Nicholson, compares the role of gamemasters to the role of good teachers; only intervene in the process when needed.…”
Section: The Teacher's Rolementioning
confidence: 99%
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