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Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review
16 references·9 citing·46 second hop
Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review (2021)Escape Rooms in STEM Teaching and Learnin…Escape boxes: Bringing escape room experience into the classroom (2020)Escape boxes: Bringing escape…Escape Rooms for Learning: A Systematic Review (2019)Escape Rooms for Learning: A …Escape Classroom: The Leblanc Process—An Educational “Escape Game” (2018)Escape Classroom: The Leblanc…Design Research in Education (2018)Design Research in EducationGamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Gamification in Learning and Education (2017)Gamification in Learning and …The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)The Development and Validatio…Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Benefits, barriers and guidel…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…From game design elements to gamefulness (2011)From game design elements to …From game design elements to gamefulness (2011)From game design elements to …Digital Games in Education (2007)Digital Games in EducationEvaluations of an Experiential Gaming Model (2006)Evaluations of an Experientia…Mind in Society (1980)Mind in SocietyMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Games in Culture (1959)Games in CultureOut-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education (2023)Out-of-the-Box Learning: Digi…Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis (2023)Educational Escape Rooms Are …You escaped! How did you learn during gameplay? (2022)You escaped! How did you lear…Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education (2022)Teacher Perceptions on Virtua…Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement (2022)Let’s Escape! The Impact of a…Escaping the cell: virtual reality escape rooms in biology education (2022)Escaping the cell: virtual re…Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation (2022)Escape rooms in nursing educa…Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students (2021)Educational Hall Escape: Incr…Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education (2021)Brazilian and Spanish Mathema…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Child Training and Personality (1953)Child Training and Personality: A Cross-Cultural Study. (1954)World Ethnographic Sample (1957)Child Training and Game Involvement (1962)An Exploratory Model of Play (1971)Ends, Means, and Galumphing: Some Leitmotifs of Play1 (1973)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)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)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Testing Structural Equation Models. (1994)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)AMELIO (2017)Heuristic Evaluation on Usability of Educational Games: A Systematic Review (2019)Inducing individuals to engage in a gamified platform for environmental conservation (2020)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Analysing gamification elements in educational environments using an existing Gamification taxonomy (2019)Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF) (2020)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Rules of Play: Game Design Fundamentals (2003)Reality is broken: why games make us better and how they can change the world (2012)Improving participation and learning with gamification (2013)Play As You Learn: Gamification as a Technique for Motivating Learners (2013)How to design gamification? A method for engineering gamified software (2017)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Skill and Cognition in Stone Tool Production (2002)Students Becoming Chemists: Developing Representationl Competence (2005)Digital game-based vocabulary learning: where are we and where are we going? (2019)The Future of Embodied Design for Mathematics Teaching and Learning (2020)Design-based research: What it is and why it matters to studying online learning (2022)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1980Mind in Society3,144 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2007Digital Games in Education607 cited
  • 2011From game design elements to gamefulness367 cited
  • 2016The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)347 cited
  • 2018Design Research in Education329 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 1959Games in Culture240 cited
  • 2017Gamification in Learning and Education234 cited
  • 2019Escape Rooms for Learning: A Systematic Review210 cited
  • 2018Escape Classroom: The Leblanc Process—An Educational “Escape Game”167 cited
  • 2006Evaluations of an Experiential Gaming Model152 cited
  • 2014Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers151 cited
  • 2020Escape boxes: Bringing escape room experience into the classroom

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122 cited

Cited by

  • 2022Escaping the cell: virtual reality escape rooms in biology education94 cited
  • 2022Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education75 cited
  • 2022Escape rooms in nursing education: An integrative review of their use, outcomes, and barriers to implementation68 cited
  • 2021Brazilian and Spanish Mathematics Teachers’ Predispositions towards Gamification in STEAM Education58 cited
  • 2023Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education58 cited
  • 2022You escaped! How did you learn during gameplay?46 cited
  • 2022Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement40 cited
  • 2021Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students34 cited
  • 2023Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis31 cited