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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...

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Detalles Bibliográficos
Autores principales: Sánchez-Martín, Jesús, Corrales-Serrano, Mario, Luque-Sendra, Amalia, Zamora-Polo, Francisco
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
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
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author Sánchez-Martín, Jesús
Corrales-Serrano, Mario
Luque-Sendra, Amalia
Zamora-Polo, Francisco
author_facet Sánchez-Martín, Jesús
Corrales-Serrano, Mario
Luque-Sendra, Amalia
Zamora-Polo, Francisco
author_sort Sánchez-Martín, Jesús
collection PubMed
description 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 different experiences of escape room in the context of formal university education are analysed. The analysis of students' opinions shows that such activities are well received regardless of background (engineering or education) or gender. The emotions that arise from the experience are mostly positive and the students state that they have developed both specific and transversal competencies. Finally, practical considerations are proposed based on the lessons learned from the developed experiences.
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spelling pubmed-73413582020-07-14 Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach Sánchez-Martín, Jesús Corrales-Serrano, Mario Luque-Sendra, Amalia Zamora-Polo, Francisco Heliyon Article 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 different experiences of escape room in the context of formal university education are analysed. The analysis of students' opinions shows that such activities are well received regardless of background (engineering or education) or gender. The emotions that arise from the experience are mostly positive and the students state that they have developed both specific and transversal competencies. Finally, practical considerations are proposed based on the lessons learned from the developed experiences. Elsevier 2020-07-07 /pmc/articles/PMC7341358/ /pubmed/32671257 http://dx.doi.org/10.1016/j.heliyon.2020.e04340 Text en © 2020 The Authors http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Article
Sánchez-Martín, Jesús
Corrales-Serrano, Mario
Luque-Sendra, Amalia
Zamora-Polo, Francisco
Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
title Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
title_full Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
title_fullStr Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
title_full_unstemmed Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
title_short Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
title_sort exit for success. gamifying science and technology for university students using escape-room. a preliminary approach
topic Article
url 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
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