The escape room is a game that may be used to improve students' (men and women) learning and foster transversal competencies. The characteristics of this game are suitable to engage students in the solving of the educational challenges. Despite its growing use in educational contexts, there is limited evidence of its application in the university environment, particularly on a digital platform. This paper shows the experience of applying a virtual escape room in a Spanish university degree. Results shown in this study reveal that participants experience a high-quality game and a high level of satisfaction with the game and also indicate that through the virtual escape room, targeted learning goals and transversal competencies such as emotio...
La gamificación es una metodología activa que emplea el juego como elemento precursor del aprendizaj...
Hoy en día, las TIC y los intercambios culturales juegan un papel muy importante en el ámbito educat...
Este trabajo presenta una experiencia con escape room desarrollada con estudiantes del Grado en Educ...
El escape room es una actividad de entretenimiento que puede ser aprovechada para fomentar el aprend...
The escape room is a game that may be used to improve students' (men and women) learning and foster ...
25 páginasIn present-day educational contexts, the integration of Information and Communi-c...
In present-day educational contexts, the integration of Information and Communication Technologies (...
The starting point of the project is the current boom behind emerging technologies such as virtual r...
Escape rooms, along with other playful learning strategies, are a growing trend in education. Escape...
Introduction: The new generations of students, immersed in a "digital world", have promoted the emer...
Gamification is a training model that encourages the inclusion of active methodologies into learning...
Los escape room, junto con otras estrategias de aprendizaje lúdico, son una tendencia creciente en l...
This article analyzes and reflects on the implementation of a strategy based on the Game-Based Learn...
During the teaching practice a certain demotivation or frustration has been detected by the students...
In present-day educational contexts, the integration of Information and Communication Technologies (...
La gamificación es una metodología activa que emplea el juego como elemento precursor del aprendizaj...
Hoy en día, las TIC y los intercambios culturales juegan un papel muy importante en el ámbito educat...
Este trabajo presenta una experiencia con escape room desarrollada con estudiantes del Grado en Educ...
El escape room es una actividad de entretenimiento que puede ser aprovechada para fomentar el aprend...
The escape room is a game that may be used to improve students' (men and women) learning and foster ...
25 páginasIn present-day educational contexts, the integration of Information and Communi-c...
In present-day educational contexts, the integration of Information and Communication Technologies (...
The starting point of the project is the current boom behind emerging technologies such as virtual r...
Escape rooms, along with other playful learning strategies, are a growing trend in education. Escape...
Introduction: The new generations of students, immersed in a "digital world", have promoted the emer...
Gamification is a training model that encourages the inclusion of active methodologies into learning...
Los escape room, junto con otras estrategias de aprendizaje lúdico, son una tendencia creciente en l...
This article analyzes and reflects on the implementation of a strategy based on the Game-Based Learn...
During the teaching practice a certain demotivation or frustration has been detected by the students...
In present-day educational contexts, the integration of Information and Communication Technologies (...
La gamificación es una metodología activa que emplea el juego como elemento precursor del aprendizaj...
Hoy en día, las TIC y los intercambios culturales juegan un papel muy importante en el ámbito educat...
Este trabajo presenta una experiencia con escape room desarrollada con estudiantes del Grado en Educ...