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Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
There is a growing tendency to incorporate gamification activities with the aim of improving student's motivation in science, technology, engineering and mathematics (STEM) courses. One of the strategies to apply gamification in the classroom is the use of the escape room. In this work differen...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7341358/ https://www.ncbi.nlm.nih.gov/pubmed/32671257 http://dx.doi.org/10.1016/j.heliyon.2020.e04340 |