Most universities boosted their online and hybrid/blended learning approaches prompted by the COVID lockdowns, highlighting their importance and the need to understand their effectiveness. “Escape rooms” as a game-based learning expose students to a relevant story that needs to be solved in groups within a limited time. The aim of this research is to evaluate factors that might affect student dissatisfaction/satisfaction with digital escape rooms during management/marketing revision lectures, using an extension of the Technology Adoption Model. Through the use of an fsQCA approach, this study seeks insights into what causes students’ satisfaction/dissatisfaction
This paper addresses the issue of what students at university value in relation to pedagogy in the 2...
This presentation will discuss games and play in the college classroom. I will then discuss my exper...
Background: The COVID-19 pandemic turned the world towards digitized learning. In the present day, ...
This research examined how a Digital Escape Room (DER) about accessibility contributed to the potent...
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to onli...
Game-based learning is becoming increasingly popular in education. The playful experience especially...
Today, students live in a world surrounded by technology and traditional education methods are no lo...
Over the summer of 2021 a group of academics at the University of Glasgow with an interest in Game-B...
The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting...
Covid-19 related lockdowns forced students of higher education to receive education entirely online ...
This case study aims to highlight the ease of use and effectiveness of an escape room game by descri...
Following the recent shift from traditional didactic classroom models to the adoption of active lear...
Digital and physical escape rooms have been suggested as practical and effective approaches to game-...
Objective Gamification is an increasingly popular teaching method for enhancing student engagement d...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
This paper addresses the issue of what students at university value in relation to pedagogy in the 2...
This presentation will discuss games and play in the college classroom. I will then discuss my exper...
Background: The COVID-19 pandemic turned the world towards digitized learning. In the present day, ...
This research examined how a Digital Escape Room (DER) about accessibility contributed to the potent...
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to onli...
Game-based learning is becoming increasingly popular in education. The playful experience especially...
Today, students live in a world surrounded by technology and traditional education methods are no lo...
Over the summer of 2021 a group of academics at the University of Glasgow with an interest in Game-B...
The COVID-19 pandemic outbreak has led to a sudden change in education, closing schools and shifting...
Covid-19 related lockdowns forced students of higher education to receive education entirely online ...
This case study aims to highlight the ease of use and effectiveness of an escape room game by descri...
Following the recent shift from traditional didactic classroom models to the adoption of active lear...
Digital and physical escape rooms have been suggested as practical and effective approaches to game-...
Objective Gamification is an increasingly popular teaching method for enhancing student engagement d...
Case studies report enthusiastically on the implementation of escape rooms in science education. Thi...
This paper addresses the issue of what students at university value in relation to pedagogy in the 2...
This presentation will discuss games and play in the college classroom. I will then discuss my exper...
Background: The COVID-19 pandemic turned the world towards digitized learning. In the present day, ...