An Interactive Escape Room That Increases the Digital Skills of the Physical Activity and Sport Science Students
Identifiers
Permanent link (URI): http://hdl.handle.net/10017/59987DOI: 104018/978-1-6684-6081-8ch009
ISBN: 9781668460818
Publisher
Igi Global
Date
2023-02Embargo end date
2100-12-31Bibliographic citation
Learning with escape rooms in higher education online environments. : Igi Global, 2023, Vol. , Pp. 171-
Keywords
University education
Serious games
Game based learning
Gamification
Escape room
Sport science
Motivation
Money heist
Breakout
Document type
info:eu-repo/semantics/bookPart
Version
info:eu-repo/semantics/publishedVersion
Rights
IGI Global
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
Access rights
info:eu-repo/semantics/embargoedAccess
Abstract
This experience arises intending to increase the motivation of university students to contribute to devote more attention, time, and effort to the learning situations they experience. From this idea, the implemen-tation of active methodologies aims to give students a leading role, providing them with new experiences that favour the understanding and consolidation of content and the development of skills and compe-tencies in search of valuable and situated learning. Within these methodologies, the authors highlight some that resort to playful elements to improve the commitment to the different learning processes. This chapter presents perceptions and assessments of students after participating in a project to develop digital competencies based on gamification and having as the main element a hybrid escape room, with live and digital proposals set in the successful Spanish TV series ?La Casa de Papel.?
Files in this item
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interactive_sotoca_learning_20 ... | 1.124Mb |
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interactive_sotoca_learning_20 ... | 1.124Mb |
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