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Innovation and Problem Solving Teaching Case: The Breakout Box – A Desktop Escape Room
5 references·1 citing·28 second hop
Innovation and Problem Solving Teaching Case: The Breakout Box – A Desktop Escape Room (2019)Innovation and Problem Solving Teaching C…Gamification approaches to the early stage of innovation (2018)Gamification approaches to th…Does educational gamification improve students’ motivation? If so, which game elements work best? (2018)Does educational gamification…What “Gamification” is and what it’s not (2017)What “Gamification” is and wh…Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Educational Gaming for Pharma…Gamification and learning: a review of issues and research (2015)Gamification and learning: a …Escape room as a teaching method (2022)Escape room as a teaching met…The general causality orientations scale: Self-determination in personality (1985)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Gamification of health professions education: a systematic review (2020)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)Escape education: A systematic review on escape rooms in education (2020)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Building Theories from Case Study Research (1989)PRODUCT DESIGN AND DEVELOPMENT (2018)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Gamification of cooperation: A framework, literature review and future research agenda (2022)Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation (2023)Motivational processes affecting learning. (1986)Handbook of socialization theory and research (2007)Towards a motivational design? Connecting gamification user types and online learning activities (2020)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)State of Research on Gamification in Education: A Bibliometric Survey (2021)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Gamification in Education: A Systematic Mapping Study (2015)EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)Play it again: how game-based learning improves flow in Accounting and Marketing education (2019)Gamification Applications in E-learning: A Literature Review (2021)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions (2024)
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References

  • 2017Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room320 cited
  • 2015Gamification and learning: a review of issues and research214 cited
  • 2018Does educational gamification improve students’ motivation? If so, which game elements work best?199 cited
  • 2018Gamification approaches to the early stage of innovation110 cited
  • 2017What “Gamification” is and what it’s not105 cited

Cited by

  • 2022Escape room as a teaching method23 cited

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