The 21st century is one of evolution and change. The impact on education is now being felt at all levels and concerns students of all ages. Keeping in mind the changing skills set that industry expects from graduates, one that includes competencies such as creativity, flexibility, and critical thinking, it behoves educators to find ways to innovate in their classrooms in order to develop such skills. Drawing on experiential learning and principles of gamification an ongoing mixed-method’s project is currently evaluating the use of an interactive exercise as a way to impact student engagement and motivation as well as examining the creative processes brought into play and the emotions felt by the ...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
Escape rooms have been gaining popularity over the years. They provide activities suitable for peopl...
Escape rooms are an increasingly popular form of live-action entertainment in which teams of players...
Educators are continually challenged to engage students in the learning process and implement active...
Introduction. The term escape room has undergone a notable evolution in recent years, extending its ...
The global increase in recreational escape rooms has inspired teachers around the world to implement...
Digital and physical escape rooms have been suggested as practical and effective approaches to game-...
The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Implementing an escape room: A puzzling process Educators are continually challenged to engage st...
International audienceThis article proposes a methodology to design Serious Escape Games (SEG) for t...
This study investigates the influence of the educational game design elements immersion, collaborati...
Kennedy Union 207 Can you make a college class for example Francophone literature or French Conversa...
Following the recent shift from traditional didactic classroom models to the adoption of active lear...
In recent years, several studies have highlighted the importance of a game-based learning, consideri...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
Escape rooms have been gaining popularity over the years. They provide activities suitable for peopl...
Escape rooms are an increasingly popular form of live-action entertainment in which teams of players...
Educators are continually challenged to engage students in the learning process and implement active...
Introduction. The term escape room has undergone a notable evolution in recent years, extending its ...
The global increase in recreational escape rooms has inspired teachers around the world to implement...
Digital and physical escape rooms have been suggested as practical and effective approaches to game-...
The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Implementing an escape room: A puzzling process Educators are continually challenged to engage st...
International audienceThis article proposes a methodology to design Serious Escape Games (SEG) for t...
This study investigates the influence of the educational game design elements immersion, collaborati...
Kennedy Union 207 Can you make a college class for example Francophone literature or French Conversa...
Following the recent shift from traditional didactic classroom models to the adoption of active lear...
In recent years, several studies have highlighted the importance of a game-based learning, consideri...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
Escape rooms have been gaining popularity over the years. They provide activities suitable for peopl...
Escape rooms are an increasingly popular form of live-action entertainment in which teams of players...