Digital escape rooms as innovative pedagogical tools in education: A systematic literature review
This paper aims to present a systematic literature review on state-of-the-art Educational
Escape Rooms (EERs) with the use of digital technologies. More specifically, the focus of the …
Escape Rooms (EERs) with the use of digital technologies. More specifically, the focus of the …
[HTML][HTML] Escape education: A systematic review on escape rooms in education
A Veldkamp, L van de Grint, MCPJ Knippels… - Educational Research …, 2020 - Elsevier
The global increase in recreational escape rooms has inspired teachers around the world to
implement escape rooms in educational settings. As escape rooms are increasingly popular …
implement escape rooms in educational settings. As escape rooms are increasingly popular …
Examining the use of an educational escape room for teaching programming in a higher education setting
In addition to being a well-liked form of recreation, escape rooms have drawn the attention of
educators due to their ability to foster teamwork, leadership, creative thinking, and …
educators due to their ability to foster teamwork, leadership, creative thinking, and …
Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
J Sánchez-Martín, M Corrales-Serrano… - Heliyon, 2020 - cell.com
There is a growing tendency to incorporate gamification activities with the aim of improving
student's motivation in science, technology, engineering and mathematics (STEM) courses …
student's motivation in science, technology, engineering and mathematics (STEM) courses …
Validation of the GUESS-18: a short version of the Game User Experience Satisfaction Scale (GUESS)
JR Keebler, WJ Shelstad, DC Smith… - Journal of Usability …, 2020 - commons.erau.edu
Abstract/Description The Game User Experience Satisfaction Scale (GUESS) is a 55-item
tool assessing nine constructs describing video game satisfaction. While the development of …
tool assessing nine constructs describing video game satisfaction. While the development of …
Playing during a crisis: The impact of commercial video games on the reconfiguration of people's life during the COVID-19 pandemic
The COVID-19 pandemic led to dramatic changes in people's lives. The Human-Computer
Interaction (HCI) community widely investigated technology use during crises. However …
Interaction (HCI) community widely investigated technology use during crises. However …
Analyzing learning effectiveness and students' perceptions of an educational escape room in a programming course in higher education
In recent years, educational escape rooms have started to gain momentum in the academic
community. Prior research has reported on the use of educational escape rooms in several …
community. Prior research has reported on the use of educational escape rooms in several …
Digital escape rooms as Game-Based learning environments: A study in sex education
L von Kotzebue, J Zumbach, A Brandlmayr - … Technologies and Interaction, 2022 - mdpi.com
Game-based learning is becoming increasingly popular in education. The playful
experience especially promises a high degree of students' motivation. In this research, we …
experience especially promises a high degree of students' motivation. In this research, we …
[PDF][PDF] A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.
In recent years, there has been extensive research on serious games for educational
purpose. However, the design space for collaboration in games remains substantially …
purpose. However, the design space for collaboration in games remains substantially …
Educational hall escape: Increasing motivation and raising emotions in higher education students
A Macías-Guillén, RM Díez, L Serrano-Luján… - Education …, 2021 - mdpi.com
Educational Escape Room is an innovative method used in classrooms to motivate students.
This article describes a version of Educational Escape Room applied to undergraduate …
This article describes a version of Educational Escape Room applied to undergraduate …