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

Yıl 2020, Cilt 6, Sayı 18, 281 - 286, 10.01.2021
https://doi.org/10.18768/ijaedu.819338

Öz

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.

Kaynakça

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

Yıl 2020, Cilt 6, Sayı 18, 281 - 286, 10.01.2021
https://doi.org/10.18768/ijaedu.819338

Öz

Kaynakça

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

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitim, Eğitim Araştırmaları
Bölüm Makaleler
Yazarlar

Inmaculada MATEOS-APARİCİO Bu kişi benim (Sorumlu Yazar)
Universidad Complutense de Madrid
Spain


Marta SÁNCHEZ-PANİAGUA Bu kişi benim
Universidad Complutense de Madrid
Spain


Alejandra GARCÍA-ALONSO Bu kişi benim
Universidad Complutense de Madrid
Spain


Beatriz LÓPEZ-RUİZ Bu kişi benim
Universidad Complutense de Madrid
Andorra


Marina MOLİNA Bu kişi benim
Universidad Complutense de Madrid
Spain


María MORENO-GUZMÁN Bu kişi benim
Universidad Complutense de Madrid
Spain


María Luisa PÉREZ-RODRÍGUEZ Bu kişi benim
Universidad Complutense de Madrid
Spain


José RAGGİO Bu kişi benim
inmateos@ucm.es
Spain


Carmen RUEDA Bu kişi benim
Universidad Complutense de Madrid
Spain


Paz SEVİLLA Bu kişi benim
Universidad Complutense de Madrid
Spain


Cristina BODAS-FOLGUERA Bu kişi benim
Universidad Complutense de Madrid
Spain


Rocío De LA PEÑA-ARMADA Bu kişi benim
Universidad Complutense de Madrid
Spain

Yayımlanma Tarihi 10 Ocak 2021
Başvuru Tarihi 7 Eylül 2020
Kabul Tarihi 30 Aralık 2020
Yayınlandığı Sayı Yıl 2020, Cilt 6, Sayı 18

Kaynak Göster

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

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