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Increasing Engagement With Engineering Escape Rooms
15 references·0 citing·47 second hop
Increasing Engagement With Engineering Escape Rooms (2020)Increasing Engagement With Engineering Es…Gamification of education and learning : A review of empirical literature (2018)Gamification of education and…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…Creating Engaging Escape Rooms for the Classroom (2018)Creating Engaging Escape Room…Room escape at class: Escape games activities to facilitate the motivation and learning in computer science (2017)Room escape at class: Escape …EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)EscapED: A Framework for Crea…Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Educational Gaming for Pharma…ASPECT: A Survey to Assess Student Perspective of Engagement in an Active-Learning Classroom (2017)ASPECT: A Survey to Assess St…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Gamification and student motivation (2014)Gamification and student moti…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Beyond gamification: reconceptualizing game-based learning in early childhood environments (2013)Beyond gamification: reconcep…Framing student engagement in higher education (2011)Framing student engagement in…Student Engagement and Student Learning: Testing the Linkages* (2006)Student Engagement and Studen…College student intrinsic and/or extrinsic motivation and learning (2003)College student intrinsic and…The origins of intelligence in children. 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(1978)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Engagement through partnership: students as partners in learning and teaching in higher education (2016)Student engagement in the educational interface: understanding the mechanisms of student success (2017)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)How College Affects Students (1992)How College Affects Students: A Third Decade of Research (2005)What Student Affairs Professionals Need to Know About Student Engagement (2009)Developing a Theory of Gamified Learning (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)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)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)A theory of play and fantasy. 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References

  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification6,655 cited
  • 2011Framing student engagement in higher education2,649 cited
  • 2006Student Engagement and Student Learning: Testing the Linkages*1,966 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2014Gamification and student motivation1,120 cited
  • 2018Gamification of education and learning : A review of empirical literature349 cited
  • 2003College student intrinsic and/or extrinsic motivation and learning333 cited
  • 2017Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room320 cited
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 2017Room escape at class: Escape games activities to facilitate the motivation and learning in computer science243 cited
  • 2018Creating Engaging Escape Rooms for the Classroom234 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
  • 2017ASPECT: A Survey to Assess Student Perspective of Engagement in an Active-Learning Classroom125 cited

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  • 2013Beyond gamification: reconceptualizing game-based learning in early childhood environments116 cited
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