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Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning

Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, esca...

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Autores principales: López-Belmonte, Jesús, Segura-Robles, Adrian, Fuentes-Cabrera, Arturo, Parra-González, María Elena
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7177750/
https://www.ncbi.nlm.nih.gov/pubmed/32224978
http://dx.doi.org/10.3390/ijerph17072224
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author López-Belmonte, Jesús
Segura-Robles, Adrian
Fuentes-Cabrera, Arturo
Parra-González, María Elena
author_facet López-Belmonte, Jesús
Segura-Robles, Adrian
Fuentes-Cabrera, Arturo
Parra-González, María Elena
author_sort López-Belmonte, Jesús
collection PubMed
description Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.
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spelling pubmed-71777502020-04-28 Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning López-Belmonte, Jesús Segura-Robles, Adrian Fuentes-Cabrera, Arturo Parra-González, María Elena Int J Environ Res Public Health Article Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology. MDPI 2020-03-26 2020-04 /pmc/articles/PMC7177750/ /pubmed/32224978 http://dx.doi.org/10.3390/ijerph17072224 Text en © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
López-Belmonte, Jesús
Segura-Robles, Adrian
Fuentes-Cabrera, Arturo
Parra-González, María Elena
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
title Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
title_full Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
title_fullStr Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
title_full_unstemmed Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
title_short Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
title_sort evaluating activation and absence of negative effect: gamification and escape rooms for learning
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7177750/
https://www.ncbi.nlm.nih.gov/pubmed/32224978
http://dx.doi.org/10.3390/ijerph17072224
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