Research Article

STUDENTS PERCEIVE THE GAMIFICATION THROUGH ACTIVITIES BASED ON ESCAPE ROOMS VERY POSITIVELY FOR LEARNING AT UNIVERSITY

Volume: 6 Number: 18 January 10, 2021
  • Inmaculada Mateos-aparicio *
  • Marta Sánchez-paniagua
  • Alejandra García-alonso
  • Beatriz López-ruiz
  • Marina Molina
  • María Moreno-guzmán
  • María Luisa Pérez-rodríguez
  • José Raggio
  • Carmen Rueda
  • Paz Sevilla
  • Cristina Bodas-folguera
  • Rocío De La Peña-armada
EN

STUDENTS PERCEIVE THE GAMIFICATION THROUGH ACTIVITIES BASED ON ESCAPE ROOMS VERY POSITIVELY FOR LEARNING AT UNIVERSITY

Abstract

The "escape rooms" are team games to "escape" from a room or a virtual room. This room is full of challenges that must be passed to win (escape) within a given time limit [1]. Due to the traditional teaching is causing problems around motivation and commitment and it is perceived as ineffective and boring by many students, the use of educational games is very promising because they are a teaching tool to enhance the non-cognitive skills such as problem solving, collaboration and communication. The games have a remarkable motivating power due to the use of a series of mechanisms that encourage people to participate in them, often without any reward, just for the satisfaction of playing and competing, and the possibility of winning [2]. In the academic course 2019-2020, we have developed activities based on “escape room” in different subjects: “Science and Analysis of water and beverages” of the Degree in Food Science and Technology, "Analytical Chemistry I" and "Pharmaceutical Physico-Chemistry” of the Pharmacy Degree and “Chemistry” of the Degree in Optics and Optometry at Complutense University, Madrid. For the development of the project, all the characteristics and the progress of the different phases of the escape room seminar were informed in the first day of class and through the Virtual Campus platform. Students grouped themselves (5-7 people/group) and appointed a spokesperson that was responsible to reply the puzzles of the activity. At the end of this action, the students voluntarily responded to Likert surveys to assess their implication and their perception about their learning, teamwork, and whether if they enjoyed with the proposed activity. They replied with a high score (4/5) to questions such as "It was useful to improve the subject understanding” and "It was useful to establish basic concepts". Furthermore, they assigned the highest score (5/5) when replied about “It was a good option as a class activity" and "I liked participate in the activity". Thus, the “escape room” activity resulted in an effective tool for the student motivation and improved their commitment to the subject.

Keywords

References

  1. [1] Wiemker M, Elumir E, & Clare A (2015). Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?"

Details

Primary Language

English

Subjects

Other Fields of Education

Journal Section

Research Article

Authors

Inmaculada Mateos-aparicio *
Spain

Marta Sánchez-paniagua
Spain

Alejandra García-alonso
Spain

Beatriz López-ruiz
Andorra

Marina Molina
Spain

María Moreno-guzmán
Spain

María Luisa Pérez-rodríguez
Spain

José Raggio
Spain

Carmen Rueda
Spain

Paz Sevilla
Spain

Cristina Bodas-folguera
Spain

Rocío De La Peña-armada
Spain

Publication Date

January 10, 2021

Submission Date

September 7, 2020

Acceptance Date

December 30, 2020

Published in Issue

Year 1970 Volume: 6 Number: 18

EndNote
Mateos-aparicio I, Sánchez-paniagua M, García-alonso A, López-ruiz B, Molina M, Moreno-guzmán M, Pérez-rodríguez ML, Raggio J, Rueda C, Sevilla P, Bodas-folguera C, La Peña-armada RD (January 1, 2021) STUDENTS PERCEIVE THE GAMIFICATION THROUGH ACTIVITIES BASED ON ESCAPE ROOMS VERY POSITIVELY FOR LEARNING AT UNIVERSITY. IJAEDU- International E-Journal of Advances in Education 6 18 281–286.

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