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Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming
16 references·2 citing·39 second hop
Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming (2021)Comparing Face-to-Face and Remote Educati…Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Applying digital escape rooms…Escape Rooms for Learning: A Systematic Review (2019)Escape Rooms for Learning: A …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…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…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Does Active Learning Work? A Review of the Research (2004)Does Active Learning Work? A …A power primer. (1992)A power primer.Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Active Learning: Creating Excitement in the Classroom. 1991 ASHE-ERIC Higher Education Reports. (1991)Active Learning: Creating Exc…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis (2023)Educational Escape Rooms Are …Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology (2022)Migration of an Escape Room–S…The efficacy of psychological, educational, and behavioral treatment: Confirmation from meta-analysis. (1993)What Matters in College? Four Critical Years Revisited. (1994)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases (2006)Active learning increases student performance in science, engineering, and mathematics (2014)The Flipped Classroom: A Survey of the Research (2020)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Handbook of Game-Based Learning. (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)Foundations of online learning: Challenges and opportunities (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 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)A theory of play and fantasy. (1955)Digital game-based learning (2003)Playing Video Games : Motives, Responses, and Consequences (2012)Playful learning: tools, techniques, and tactics (2018)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Teaching For Quality Learning At University (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Teaching for quality learning at university (2008)Effectiveness of serious games in nurse education: A systematic review (2021)The Influence of Active Learning on the College Student Departure Process (2000)The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels (2020)Factors affecting students’ learning performance through collaborative learning and engagement (2021)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)A model of (often mixed) stereotype content: Competence and warmth respectively follow from perceived status and competition. (2002)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Subjective well-being: Three decades of progress. (1999)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)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1992A power primer.42,571 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004Does Active Learning Work? A Review of the Research7,318 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 1991Active Learning: Creating Excitement in the Classroom. 1991 ASHE-ERIC Higher Education Reports.697 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
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 2018Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education245 cited
  • 2017Room escape at class: Escape games activities to facilitate the motivation and learning in computer science243 cited
  • 2018Can You Escape? Creating an Escape Room to Facilitate Active Learning243 cited
  • 2020Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability219 cited
  • 2019Escape Rooms for Learning: A Systematic Review

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210 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
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    • 2022Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology35 cited
    • 2023Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis31 cited