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On the Importance of Contextualizing an Educational Escape Room Activity
13 references·0 citing·56 second hopsampled
On the Importance of Contextualizing an Educational Escape Room Activity (2024)On the Importance of Contextualizing an E…Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games (2020)Maximizing learning without s…Escape education: A systematic review on escape rooms in education (2020)Escape education: A systemati…Escape Rooms for Learning: A Systematic Review (2019)Escape Rooms for Learning: A …Adaptive and interactive climate futures: systematic review of ‘serious games’ for engagement and decision-making (2018)Adaptive and interactive clim…The use of educational game design and play in higher education to influence sustainable behaviour (2017)The use of educational game d…EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)EscapED: A Framework for Crea…Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)Analyzing the educational des…The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study (2016)The Use of Serious Games in M…Educational Games in Practice The Challenges Involved in Conducting a Game-Based Curriculum (2016)Educational Games in Practice…The Use of Likert Scales With Children (2013)The Use of Likert Scales With…Sustainability Learning through Gaming: An Exploratory Study. (2012)Sustainability Learning throu…Museums at play : games, interaction and learning (2011)Museums at play : games, inte…Interactivity: thinking beyond (2006)Interactivity: thinking beyondSocial Anxiety Scale for Children-Revised: Factor Structure and Concurrent Validity (1993)The Strengths and Difficulties Questionnaire: A Research Note (1997)The Construction Of Reality In The Child (2013)Five Degrees of Happiness (2016)Assessment framework of the OECD Study on Social and Emotional Skills (2019)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Case Study Research: Design and Methods (1984)Using thematic analysis in psychology (2006)Digital Game-Based Learning (2020)Game-Based Learning in Project Sustainability Management Education (2021)How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers (2022)Virtual museums, a survey and some issues for consideration (2009)MuseUs (2013)Integrating a Location-Based Mobile Game in the Museum Visit (2015)Game-Based Learning in Museums—Cultural Heritage Applications (2019)Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games (2022)The Narrative Construction of Reality (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games (2020)Teaching Cultural Heritage through a Narrative-based Game (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Playing and Making Games for Learning (2005)Education for Sustainable Development (ESD) and chemistry education (2012)Quality in higher education institutions: insights from the literature (2018)Experiential approaches to sustainability education: towards learning landscapes (2019)Do games reduce maths anxiety? A meta-analysis (2022)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)A review on use of escape rooms in education – touching the void (2020)Systematic Reviews in the Social Sciences (2006)Systematic reviews in the social sciences: a practical guide (2006)The dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation. (2011)On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review (2018)Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance (2019)Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review (2021)Serious Gaming for Behaviour Change: A Systematic Review (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)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Gamification in Education (2023)Flow: The Psychology of Optimal Experience (1991)The effects of instructors' autonomy support and students' autonomous motivation on learning organic chemistry: A self-determination theory perspective (2000)What video games have to teach us about learning and literacy (2003)Stealth assessment of creativity in a physics video game (2020)The use and effects of incentive systems on learning and performance in educational games (2021)Understanding and Addressing Gender‐Based Inequities in STEM: Research Synthesis and Recommendations for U.S. K‐12 Education (2022)
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References

  • 2020Escape education: A systematic review on escape rooms in education475 cited
  • 2013The Use of Likert Scales With Children296 cited
  • 2018Adaptive and interactive climate futures: systematic review of ‘serious games’ for engagement and decision-making288 cited
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 2019Escape Rooms for Learning: A Systematic Review210 cited
  • 2020Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games135 cited
  • 2017Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review116 cited
  • 2016The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study92 cited
  • 2016Educational Games in Practice The Challenges Involved in Conducting a Game-Based Curriculum75 cited
  • 2017The use of educational game design and play in higher education to influence sustainable behaviour73 cited
  • 2012Sustainability Learning through Gaming: An Exploratory Study.59 cited
  • 2006Interactivity: thinking beyond54 cited
  • 2011Museums at play : games, interaction and learning44 cited

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