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Gamificando el aula universitaria. Análisis de una experiencia de Escape Room en educación superior
9 references·5 citing·48 second hop
Gamificando el aula universitaria. Análisis de una experiencia de Escape Room en educación superior (2019)Gamificando el aula universitaria. Anális…Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Investigating the effects of …Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents (2018)Gamification and transmedia f…Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students (2018)Game-Based Learning: Increasi…Room escape at class: Escape games activities to facilitate the motivation and learning in computer science (2017)Room escape at class: Escape …Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Educational Gaming for Pharma…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students (2015)Engineers at Play: Games as T…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences (2021)Online Escape Room during COV…Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students (2021)Educational Hall Escape: Incr…An Online-Based Edu-Escape Room: A Comparison Study of a Multidimensional Domain of PSTs with Flipped Sustainability-STEM Contents (2021)An Online-Based Edu-Escape Ro…Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education (2020)Effects on Personal Factors T…Edu-Escape Rooms (2020)Edu-Escape RoomsExperiential Learning : Experience as the Source of Learning and Development (1983)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Teacher perceptions of the value of game-based learning in secondary education (2017)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)Escape education: A systematic review on escape rooms in education (2020)Rules of Play: Game Design Fundamentals (2003)What video games have to teach us about learning and literacy (2003)From game design elements to gamefulness (2011)A collaborative working model for enhancing the learning process of science & engineering students (2019)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)The effectiveness of gamification in programming education: Evidence from a meta-analysis (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)Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class (2018)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Multiple Intelligences in the Classroom (1994)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamification Assisted Language Learning for Japanese Language Using Expert Point Cloud Recognizer (2018)Multiple intelligences and video games: Assessment and intervention with TOI software (2018)La gamificación en el ámbito educativo español: revisión sistemática (Gamification in the Spanish educational field: a systematic review) (2021)Defining gamification (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement (2020)Using technology to make learning fun: technology use is best made fun and challenging to optimize intrinsic motivation and engagement (2023)A Theory of Social Comparison Processes (1954)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)Gamification of in‐class activities in flipped classroom lectures (2020)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Cronbach's alpha reliability: Interval estimation, hypothesis testing, and sample size planning (2014)Motivation, basic psychological needs and intention to be physically active after a gamified intervention programme (2021)Blended learning in physical education: A systematic review (2023)Boosting Student’s Motivation through Gamification in Physical Education (2023)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Escape Rooms for Learning: A Systematic Review (2019)A review on use of escape rooms in education – touching the void (2020)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2018Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement405 cited
  • 2017Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room320 cited
  • 2017Room escape at class: Escape games activities to facilitate the motivation and learning in computer science243 cited
  • 2015Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students221 cited
  • 2018Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students105 cited
  • 2018Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents83 cited

Cited by

  • 2020Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education94 cited
  • 2021An Online-Based Edu-Escape Room: A Comparison Study of a Multidimensional Domain of PSTs with Flipped Sustainability-STEM Contents57 cited
  • 2020Edu-Escape Rooms38 cited
  • 2021Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences

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37 cited
  • 2021Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students34 cited