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dc.contributor.authorPozo Sánchez, José Santiago
dc.contributor.authorLampropoulos, Georgios
dc.contributor.authorLópez Belmonte, Jesús 
dc.date.accessioned2024-10-09T08:31:17Z
dc.date.available2024-10-09T08:31:17Z
dc.date.issued2022-07-15
dc.identifier.citationPozo Sánchez, J.S. & Lampropoulos, G. & López Belmonte, J. J. New Approaches Educ. Res. 11, 307–322 (2022). [https://doi.org/10.7821/naer.2022.7.1025]es_ES
dc.identifier.urihttps://hdl.handle.net/10481/95729
dc.description.abstractGamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation, absence of negative effects and student grades. A descriptive and correlational experimental design has been used. In total, 105 Spanish university students participated. The data was collected using a scale validated in the Spanish context called Gameful Experience in Gamification (GAMEX). The results reveal significant variability according to the training environment. In face-to-face environments, students’ fun and activation were promoted, generating pleasant entertainment experiences. In virtual environments, influence, autonomy, creativity, and exploration by students increased. Similarly, these environments shared high levels of spatio-temporal absorption and an absence of negative effects. Regarding the ratings, no statistically significant results that confirm their effectiveness depending on the environment were determined, but good scores were obtained. It is concluded that the choice of the gamified environment will depend on the dimensions and the goals that the teacher intends to achieve during the learning process.es_ES
dc.language.isoenges_ES
dc.publisherSpringerLinkes_ES
dc.rightsAtribución-NoComercial 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/*
dc.subjecteducational innovation es_ES
dc.subjectteaching methodes_ES
dc.subjectgamificationes_ES
dc.titleComparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Roomses_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.7821/naer.2022.7.1025
dc.type.hasVersionVoRes_ES


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Atribución-NoComercial 4.0 Internacional
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