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Escape the welcome cliché
1 references·12 citing·49 second hop
Escape the welcome cliché (2018)Escape the welcome clichéNavigating change: a typology of student transition in higher education (2012)Navigating change: a typology…Study room time machine: Creating a virtual library escape game during COVID (2021)Study room time machine: Crea…Increasing student engagement using an Amazing Race–style competition (2021)Increasing student engagement…Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students (2021)Escape Rooms as a Learning St…Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses (2020)Unlocking Student Engagement:…The Mystery Room: discovering the flexibility of an information literacy-based educational escape room (2020)The Mystery Room: discovering…Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering (2020)Evaluating an Educational Esc…Escape to Learn! An Innovative Approach to Engage Students in Learning (2020)Escape to Learn! An Innovativ…Designing educational escape rooms: validating the Star Model (2020)Designing educational escape …A review on use of escape rooms in education – touching the void (2020)A review on use of escape roo…Supporting NHS Nursing Associates: Collaborative Reflections from a Hybrid Library Team (2019)Supporting NHS Nursing Associ…Introducing first-year and transfer students to a college library with a historical mystery from the special collections (2019)Introducing first-year and tr…Breaking out to break through: re-imagining first-year orientations (2019)Breaking out to break through…A Thousand Plateaus: Capitalism and Schizophrenia (1989)The consequences of modernity (1990)Widening participation and lifelong learning (2013)Reflections on the use of spatial and relational metaphors in youth studies (2014)Distinction: A Social Critique of the Judgement of Taste* (2018)Student Loneliness: The Role of Social Media Through Life Transitions (2019)Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)A Web-Based Escape Room to Raise Awareness About Severe Mental Illness Among University Students: Randomized Controlled Trial (2022)Library Anxiety: A Grounded Theory and Its Development (1986)Library Anxiety: A Grounded Theory and Its Development (2015)No Budget, No Experience, No Problem: Creating a Library Orientation Game for Freshman Engineering Majors (2015)Scavenging for evidence: A systematic review of scavenger hunts in academic libraries (2021)"The Da Vinci Code for IP Research": Case Study of a Course-Integrated Educational Escape Room for Entrepreneurship Education (2022)Situated Cognition and the Culture of Learning (1989)Our Princess Is in Another Castle (2012)An activity theory-based model for serious games analysis and conceptual design (2015)A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development (2021)Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming (2021)Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review (2024)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)A Consensus Statement on Critical Thinking in Nursing (2000)Engaging students in learning activities: It is not autonomy support or structure but autonomy support and structure. (2010)Engaging Students with Patient Safety in an Online Escape Room (2021)Effect of an escape room as a gamification evaluation tool on clinical reasoning and teamwork skills among nursing students: A quasi-experimental study (2024)Games, Motivation, and Learning: A Research and Practice Model (2002)Flow and the Foundations of Positive Psychology (2014)Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement (2022)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does Active Learning Work? A Review of the Research (2004)Escapp: A Web Platform for Conducting Educational Escape Rooms (2021)Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education (2023)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Attaining Self-Regulation (2000)Explaining Creativity: The Science of Human Innovation (2007)Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology (2022)Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles (2022)Optimal Learning Environments to Promote Student Engagement (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Student engagement as a function of environmental complexity in high school classrooms (2016)Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students (2021)Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences (2021)Learning Through Quests and Contests: Games in Information Literacy Instruction (2011)Library Technology Reports (2022)Australian public libraries during the COVID-19 crisis: operations, management and service provision (2023)Piloting a Library-Led Online Academic Skills Orientation Program (2023)Supporting Youth Mental Health through Co-designing a Virtual Reality Experience: A Recipe-Based Co-design Model (2023)
this work references cited by second hop

References

  • 2012Navigating change: a typology of student transition in higher education604 cited

Cited by

  • 2020A review on use of escape rooms in education – touching the void184 cited
  • 2021Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students62 cited
  • 2020Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering61 cited
  • 2020Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses45 cited
  • 2020Designing educational escape rooms: validating the Star Model44 cited
  • 2020Escape to Learn! An Innovative Approach to Engage Students in Learning35 cited
  • 2019Breaking out to break through: re-imagining first-year orientations23 cited
  • 2021Study room time machine: Creating a virtual library escape game during COVID15 cited
  • 2019Introducing first-year and transfer students to a college library with a historical mystery from the special collections11 cited
  • 2020The Mystery Room: discovering the flexibility of an information literacy-based educational escape room10 cited
  • 2021Increasing student engagement using an Amazing Race–style competition8 cited
  • 2019Supporting NHS Nursing Associates: Collaborative Reflections from a Hybrid Library Team1 cited

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