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: Sánchez-Martín, Jesús, Corrales Serrano, Mario, Luque Sendra, Amalia, Zamora-Polo, Francisco
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2020
País:España
Institución:Universidad de Sevilla (US)
Repositorio:idUS. Depósito de Investigación de la Universidad de Sevilla
OAI Identifier:oai:idus.us.es:11441/150712
Acceso en línea:https://hdl.handle.net/11441/150712
https://doi.org/10.1016/j.heliyon.2020.e04340
Access Level:acceso abierto
Palabra clave:Education
Gamification
Higher education
Escape room
Academic motivation
STEM Education
Science education
Engineering Education
Descripción
Sumario: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.