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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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