Digital escape rooms as innovative pedagogical tools in education: A systematic literature review

A Makri, D Vlachopoulos, RA Martina - Sustainability, 2021 - mdpi.com
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 …

[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 …

Examining the use of an educational escape room for teaching programming in a higher education setting

S López-Pernas, A Gordillo, E Barra… - IEEE Access, 2019 - ieeexplore.ieee.org
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 …

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 …

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 …

Playing during a crisis: The impact of commercial video games on the reconfiguration of people's life during the COVID-19 pandemic

A Boldi, A Rapp, M Tirassa - Human–Computer Interaction, 2022 - Taylor & Francis
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 …

Analyzing learning effectiveness and students' perceptions of an educational escape room in a programming course in higher education

S López-Pernas, A Gordillo, E Barra, J Quemada - IEEE access, 2019 - ieeexplore.ieee.org
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 …

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 …

[PDF][PDF] A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.

C Wang, L Huang - International Journal of Emerging …, 2021 - researchgate.net
In recent years, there has been extensive research on serious games for educational
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 …