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An escape-room inspired game for genetics review
16 references·4 citing·46 second hopsampled
An escape-room inspired game for genetics review (2019)An escape-room inspired game for genetics…The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study (2018)The impact on nursing student…Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class (2018)Exploratory implementation of…Escape Classroom: The Leblanc Process—An Educational “Escape Game” (2018)Escape Classroom: The Leblanc…Can You Escape? Creating an Escape Room to Facilitate Active Learning (2018)Can You Escape? Creating an E…Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education (2018)Break out of the Classroom: T…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Educational Gaming for Pharma…Developing a Theory of Gamified Learning (2014)Developing a Theory of Gamifi…Active learning increases student performance in science, engineering, and mathematics (2014)Active learning increases stu…A systematic mapping on gamification applied to education (2014)A systematic mapping on gamif…Impact of Undergraduate Science Course Innovations on Learning (2011)Impact of Undergraduate Scien…From game design elements to gamefulness (2011)From game design elements to …Pedagogies of Engagement: Classroom-Based Practices (2005)Pedagogies of Engagement: Cla…Does Active Learning Work? A Review of the Research (2004)Does Active Learning Work? A …Workshop Biology: Demonstrating the Effectiveness of Active Learning in an Introductory Biology Course (2002)Workshop Biology: Demonstrati…Effects of Small-Group Learning on Undergraduates in Science, Mathematics, Engineering, and Technology: A Meta-Analysis (1999)Effects of Small-Group Learni…You escaped! How did you learn during gameplay? (2022)You escaped! How did you lear…Escapp: A Web Platform for Conducting Educational Escape Rooms (2021)Escapp: A Web Platform for Co…Educational Escape Room: Break Dalton’s Code and Escape! (2021)Educational Escape Room: Brea…Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming (2021)Comparing Face-to-Face and Re…Practical Meta-Analysis (2000)Digest of Education Statistics (2014)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom (2019)Active learning narrows achievement gaps for underrepresented students in undergraduate science, technology, engineering, and math (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Using gamification to support learning English as a second language: a systematic review (2019)Tailored gamification: A review of literature (2020)Virtual reality and gamification in education: a systematic review (2024)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Pipelines and Pathways: Women of Color in Undergraduate STEM Majors and the College Experiences That Contribute to Persistence (2011)It's not about seat time: Blending, flipping, and efficiency in active learning classrooms (2014)Cooperative Learning: The Foundation for Active Learning (2019)Effectiveness of L2 Instruction: A Research Synthesis and Quantitative Meta‐analysis (2000)Games, Motivation, and Learning: A Research and Practice Model (2002)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification of health professions education: a systematic review (2020)Gamification in Science Education. A Systematic Review of the Literature (2021)Mind in Society: The Development of Higher Psychological Processes (1978)A nation at risk (1983)Statistical Methods for Meta-Analysis (1988)Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases (2006)The efficacy of psychological, educational, and behavioral treatment: Confirmation from meta-analysis. (1993)What Matters in College? Four Critical Years Revisited. (1994)The Flipped Classroom: A Survey of the Research (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Gamification of Learning: a Meta-analysis (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)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 review on use of escape rooms in education – touching the void (2020)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Teaching For Quality Learning At University (1999)Teaching for quality learning at university (2008)Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Effectiveness of serious games in nurse education: A systematic review (2021)
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References

  • 2014Active learning increases student performance in science, engineering, and mathematics9,767 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2004Does Active Learning Work? A Review of the Research7,318 cited
  • 1999Effects of Small-Group Learning on Undergraduates in Science, Mathematics, Engineering, and Technology: A Meta-Analysis1,941 cited
  • 2005Pedagogies of Engagement: Classroom-Based Practices1,551 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2014Developing a Theory of Gamified Learning915 cited
  • 2014A systematic mapping on gamification applied to education428 cited
  • 2017Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room320 cited
  • 2018The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study313 cited
  • 2011Impact of Undergraduate Science Course Innovations on Learning251 cited
  • 2018Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education245 cited
  • 2018Can You Escape? Creating an Escape Room to Facilitate Active Learning243 cited
  • 2002Workshop Biology: Demonstrating the Effectiveness of Active Learning in an Introductory Biology Course

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198 cited
  • 2018Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class172 cited
  • 2018Escape Classroom: The Leblanc Process—An Educational “Escape Game”167 cited
  • Cited by

    • 2021Educational Escape Room: Break Dalton’s Code and Escape!52 cited
    • 2021Escapp: A Web Platform for Conducting Educational Escape Rooms47 cited
    • 2022You escaped! How did you learn during gameplay?46 cited
    • 2021Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming41 cited