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Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement
16 references·1 citing·51 second hopsampled
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 Digital-Phy…Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review (2021)Escape Rooms in STEM Teaching…Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Effects of digital escape roo…Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Digital Escape Rooms as Innov…Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study (2020)Learning Mathematics with Eme…Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach (2020)Exit for success. Gamifying s…Escape the (Remote) Classroom: An Online Escape Room for Remote Learning (2020)Escape the (Remote) Classroom…Escape education: A systematic review on escape rooms in education (2020)Escape education: A systemati…Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Applying digital escape rooms…Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Benefits of an Escape Room as…Applying educational gaming success to a nonsterile compounding escape room (2019)Applying educational gaming s…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…EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)EscapED: A Framework for Crea…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Self-determination and STEM education: Effects of autonomy, motivation, and self-regulated learning on high school math achievement (2015)Self-determination and STEM e…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Effects of a Play Program on Creative Thinking of Preschool Children (2011)Effects of a Play Program on …Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis (2023)Educational Escape Rooms Are …Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Evaluating Goodness-of-Fit Indexes for Testing Measurement Invariance (2002)Determinants of classroom engagement: a prospective test based on self-determination theory (2018)A meta-analysis of the efficacy of self-regulated learning interventions on academic achievement in online and blended environments in K-12 and higher education (2022)A systematic review of STEM education research in the GCC countries: trends, gaps and barriers (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Teacher perceptions of the value of game-based learning in secondary education (2017)Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)A Coefficient of Agreement for Nominal Scales (1960)Flow: the psychology of optimal experience (1990)Interrater reliability: the kappa statistic (2012)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (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)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)Escape Rooms for Learning: A Systematic Review (2019)A review on use of escape rooms in education – touching the void (2020)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)MOTIVATION AND PERSONALITY (1982)Motivation and Personality (1997)Grit: Perseverance and passion for long-term goals. (2007)An evaluation of undergraduate student nurses' gameful experience while playing an escape room game as part of a community health nursing course (2021)The impact of using an “anatomy escape room” on nursing students: A comparative study (2021)Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles (2022)Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002 (2009)Analysis in qualitative research (2010)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamification in Education (2023)Motivational Design of Instruction (1983)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)STEAM in practice and research: An integrative literature review (2018)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences (2021)Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow (2021)Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms (2022)Grounded Theory and Sensitizing Concepts (2006)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Escaping the cell: virtual reality escape rooms in biology education (2022)Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education (2022)Educational escape rooms for healthcare students: A systematic review (2023)
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References

  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2020Escape education: A systematic review on escape rooms in education475 cited
  • 2018The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study313 cited
  • 2021Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review300 cited
  • 2015Self-determination and STEM education: Effects of autonomy, motivation, and self-regulated learning on high school math achievement284 cited
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 2020Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability219 cited
  • 2021Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students143 cited
  • 2019Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents127 cited
  • 2011Effects of a Play Program on Creative Thinking of Preschool Children123 cited
  • 2021Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review108 cited
  • 2020Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach

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93 cited
  • 2020Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study92 cited
  • 2020Escape the (Remote) Classroom: An Online Escape Room for Remote Learning90 cited
  • 2019Applying educational gaming success to a nonsterile compounding escape room62 cited
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    • 2023Educational Escape Rooms Are Effective Learning Activities Across Educational Levels and Contexts: A Meta-Analysis31 cited