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This work presents an experience with escape room developed with students of the Degree in Social Education in the University of Extremadura - Spain with a double purpose: to understand what it is to gamify and work the skills related to the degree. An analysis of the experience of the escape room mediated by mobile technologies in 1st grade students is carried out. For the escape room, four tracks were created that the students had to solve divided into working groups. Specifically, 60 students aged between 18 and 34 participated. After the activity, the contributions published in the students’ blogs about the experience in the activity were analyzed. The results show an improvement of the motivation of the students with the application of escape room in the classroom.
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