This research examined how a Digital Escape Room (DER) about accessibility contributed to the potential change of faculty behavioral intentions toward developing accessible online course content. This paper describes the design of the DER and a pilot study of its initial implementation that consisted of two phases, (1 a usability test with 3 participants to identify challenges and allow for adjustments to the DER before entering the next phase of the pilot study and (2 a qualitative study to collect participants perceptions on their DER experience. The design of the DER incorporated constructs of both the Integrated Behavior Model and the Integrated Design Framework. Also, each clue aligned with a WCAG guideline and principle. The clues are...
This study investigates the influence of the educational game design elements immersion, collaborati...
Science, technology, engineering, and mathematics (STEM) is a meta-discipline employing active, prob...
Educational escape rooms (EERs) are increasingly used in education as learning innovations for non-d...
The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting...
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to onli...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
Most universities boosted their online and hybrid/blended learning approaches prompted by the COVID ...
Over the summer of 2021 a group of academics at the University of Glasgow with an interest in Game-B...
Introduction: Medical professionals meet many transitions during their careers, and must learn to ad...
Game-based learning is becoming increasingly popular in education. The playful experience especially...
This presentation will discuss games and play in the college classroom. I will then discuss my exper...
Introduction. The term escape room has undergone a notable evolution in recent years, extending its ...
Today, students live in a world surrounded by technology and traditional education methods are no lo...
Digital and physical escape rooms have been suggested as practical and effective approaches to game-...
This case study aims to highlight the ease of use and effectiveness of an escape room game by descri...
This study investigates the influence of the educational game design elements immersion, collaborati...
Science, technology, engineering, and mathematics (STEM) is a meta-discipline employing active, prob...
Educational escape rooms (EERs) are increasingly used in education as learning innovations for non-d...
The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting...
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to onli...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
Most universities boosted their online and hybrid/blended learning approaches prompted by the COVID ...
Over the summer of 2021 a group of academics at the University of Glasgow with an interest in Game-B...
Introduction: Medical professionals meet many transitions during their careers, and must learn to ad...
Game-based learning is becoming increasingly popular in education. The playful experience especially...
This presentation will discuss games and play in the college classroom. I will then discuss my exper...
Introduction. The term escape room has undergone a notable evolution in recent years, extending its ...
Today, students live in a world surrounded by technology and traditional education methods are no lo...
Digital and physical escape rooms have been suggested as practical and effective approaches to game-...
This case study aims to highlight the ease of use and effectiveness of an escape room game by descri...
This study investigates the influence of the educational game design elements immersion, collaborati...
Science, technology, engineering, and mathematics (STEM) is a meta-discipline employing active, prob...
Educational escape rooms (EERs) are increasingly used in education as learning innovations for non-d...