Yıl 2020, Cilt 6 , Sayı 18, Sayfalar 281 - 286 2021-01-10

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

Inmaculada MATEOS-APARİCİO [1] , Marta SÁNCHEZ-PANİAGUA [2] , Alejandra GARCÍA-ALONSO [3] , Beatriz LÓPEZ-RUİZ [4] , Marina MOLİNA [5] , María MORENO-GUZMÁN [6] , María Luisa PÉREZ-RODRÍGUEZ [7] , José RAGGİO [8] , Carmen RUEDA [9] , Paz SEVİLLA [10] , Cristina BODAS-FOLGUERA [11] , Rocío De LA PEÑA-ARMADA [12]


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.
Gamification, Escape room, Higher Education, Innovation
  • [1] Wiemker M, Elumir E, & Clare A (2015). Escape Room Games: "Can you transform an unpleasant situation into a pleasant one?"
Birincil Dil en
Konular Eğitim, Eğitim Araştırmaları
Bölüm Makaleler
Yazarlar

Yazar: Inmaculada MATEOS-APARİCİO (Sorumlu Yazar)
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: Marta SÁNCHEZ-PANİAGUA
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: Alejandra GARCÍA-ALONSO
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: Beatriz LÓPEZ-RUİZ
Kurum: Universidad Complutense de Madrid
Ülke: Andorra


Yazar: Marina MOLİNA
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: María MORENO-GUZMÁN
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: María Luisa PÉREZ-RODRÍGUEZ
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: José RAGGİO
Kurum: inmateos@ucm.es
Ülke: Spain


Yazar: Carmen RUEDA
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: Paz SEVİLLA
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: Cristina BODAS-FOLGUERA
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Yazar: Rocío De LA PEÑA-ARMADA
Kurum: Universidad Complutense de Madrid
Ülke: Spain


Tarihler

Başvuru Tarihi : 7 Eylül 2020
Kabul Tarihi : 30 Aralık 2020
Yayımlanma Tarihi : 10 Ocak 2021

EndNote %0 International E-Journal of Advances in Education STUDENTS PERCEIVE THE GAMIFICATION THROUGH ACTIVITIES BASED ON ESCAPE ROOMS VERY POSITIVELY FOR LEARNING AT UNIVERSITY %A 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 %T STUDENTS PERCEIVE THE GAMIFICATION THROUGH ACTIVITIES BASED ON ESCAPE ROOMS VERY POSITIVELY FOR LEARNING AT UNIVERSITY %D 2021 %J IJAEDU- International E-Journal of Advances in Education %P 2411-1821-2411-1821 %V 6 %N 18 %R doi: 10.18768/ijaedu.819338 %U 10.18768/ijaedu.819338

Makalenin Yazarları
Inmaculada MATEOS-APARİCİO [1]
Marta SÁNCHEZ-PANİAGUA [2]
Alejandra GARCÍA-ALONSO [3]
Beatriz LÓPEZ-RUİZ [4]
Marina MOLİNA [5]
María MORENO-GUZMÁN [6]
María Luisa PÉREZ-RODRÍGUEZ [7]
José RAGGİO [8]
Cristina BODAS-FOLGUERA [11]
Rocío De LA PEÑA-ARMADA [12]