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Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology
16 references·0 citing·50 second hop
Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology (2022)Migration of an Escape Room–Style Educati…Teaching, technology, and teacher education during the covid-19 pandemic: Stories from the field (2020)Teaching, technology, and tea…Teachers’ online teaching expectations and experiences during the Covid19-pandemic in the Netherlands (2020)Teachers’ online teaching exp…Can gamification help to improve education? Findings from a longitudinal study (2020)Can gamification help to impr…Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Applying digital escape rooms…A review on use of escape rooms in education – touching the void (2020)A review on use of escape roo…Creating Engaging Escape Rooms for the Classroom (2018)Creating Engaging Escape Room…Can You Escape? Creating an Escape Room to Facilitate Active Learning (2018)Can You Escape? Creating an E…Room escape at class: Escape games activities to facilitate the motivation and learning in computer science (2017)Room escape at class: Escape …Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Gamification and Education: Achievements, Cognitive Loads, and Views of Students (2016)Gamification and Education: A…A systematic literature review of games-based learning empirical evidence in primary education (2016)A systematic literature revie…An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A collaborative game-based learning approach to improving students' learning performance in science courses (2012)A collaborative game-based le…What Student Affairs Professionals Need to Know About Student Engagement (2009)What Student Affairs Professi…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Design and Analysis: A Researcher's Handbook (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)Gameplay Engagement and Learning in Game-Based Learning (2015)Comparing online and blended learner's self-regulated learning strategies and academic performance (2017)The Role of Collaboration, Computer Use, Learning Environments, and Supporting Strategies in CSCL: A Meta-Analysis (2018)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)What Matters in College? Four Critical Years Revisited. (1994)Student engagement literature review (2010)The relationship between frequency of Facebook use, participation in Facebook activities, and student engagement (2011)Student Involvement: A Developmental Theory for Higher Education (2014)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Flow: the psychology of optimal experience (1990)Measuring and defining the experience of immersion in games (2008)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)Serious Games: Games That Educate, Train, and Inform (2005)Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young (2017)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Gamification of Learning: a Meta-analysis (2019)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamification in theory and action: A survey (2014)Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022)Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)Establishing the importance of co-creation and self-efficacy in creative collaboration with artificial intelligence (2024)Computer Self-Efficacy: Development of a Measure and Initial Test (1995)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Social Research Methods (2016)Active learning tools improve the learning outcomes, scientific attitude, and critical thinking in higher education: Experiences in an online course during the COVID ‐19 pandemic (2021)Examining teachers’ behavioural intention for online teaching after COVID-19 pandemic: A large-scale survey (2022)Modeling teachers' and students’ attitudes, emotions, and perceptions in blended education: Towards post-pandemic education (2023)COVID-19 and its effects on teacher education in Ontario: a complex adaptive systems perspective (2020)Design considerations in emergency remote teaching during the COVID-19 pandemic: a human-centered approach (2020)Estudio exploratorio en iberoamérica sobre procesos de enseñanza-aprendizaje y propuesta de evaluación en tiempos de pandemia (2020)
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References

  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2009What Student Affairs Professionals Need to Know About Student Engagement1,303 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2012A collaborative game-based learning approach to improving students' learning performance in science courses552 cited
  • 2016A systematic literature review of games-based learning empirical evidence in primary education439 cited
  • 2020Teachers’ online teaching expectations and experiences during the Covid19-pandemic in the Netherlands368 cited
  • 2020Teaching, technology, and teacher education during the covid-19 pandemic: Stories from the field315 cited
  • 2020Can gamification help to improve education? Findings from a longitudinal study301 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
  • 2018Creating Engaging Escape Rooms for the Classroom234 cited

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2020
Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability
219 cited
  • 2016Gamification and Education: Achievements, Cognitive Loads, and Views of Students191 cited
  • 2020A review on use of escape rooms in education – touching the void184 cited
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