Show simple item record

dc.contributor.authorLópez Belmonte, Jesús 
dc.contributor.authorSegura-Robles, Adrián
dc.contributor.authorFuentes Cabrera, Arturo 
dc.contributor.authorParra González, María Elena 
dc.date.accessioned2020-06-03T11:06:08Z
dc.date.available2020-06-03T11:06:08Z
dc.date.issued2020-03-26
dc.identifier.citationLópez-Belmonte, J.; Segura-Robles, A.; Fuentes-Cabrera, A.; Parra-González, M.E. Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning. Int. J. Environ. Res. Public Health 2020, 17, 2224. [doi:10.3390/ijerph17072224]es_ES
dc.identifier.urihttp://hdl.handle.net/10481/62347
dc.description.abstractInnovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAtribución 3.0 España*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.subjectEducational innovations es_ES
dc.subjectActive methodologieses_ES
dc.subjectGamificationes_ES
dc.subjectEscape roomes_ES
dc.subjectPsychosocial factorses_ES
dc.subjectPositive effectses_ES
dc.subjectImprovement of indicatorses_ES
dc.titleEvaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learninges_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.doi10.3390/ijerph17072224


Files in this item

[PDF]

This item appears in the following Collection(s)

Show simple item record

Atribución 3.0 España
Except where otherwise noted, this item's license is described as Atribución 3.0 España