Escape rooms and breakouts: Novel educational strategies

The escape rooms and breakouts are immersive games in which the participants are locked in a room and must solve a series of puzzles to escape. In virtuality, these games have also aroused interest in the educational field as a learning tool to transform students from passive spectators to active pa...

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Main Author: Jadán-Guerrero, Janio (author)
Other Authors: Chacón-Castro, Marcos (author), Aimacaña-Espinosa, Luis (author)
Format: article
Language:eng
Published: 2022
Online Access:https://www.igi-global.com/chapter/escape-rooms-and-breakouts/308753
https://hdl.handle.net/20.500.14809/5724
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author Jadán-Guerrero, Janio
author2 Chacón-Castro, Marcos
Aimacaña-Espinosa, Luis
author2_role author
author
author_facet Jadán-Guerrero, Janio
Chacón-Castro, Marcos
Aimacaña-Espinosa, Luis
author_role author
collection Repositorio Universidad Tecnológica Indoamérica
dc.creator.none.fl_str_mv Jadán-Guerrero, Janio
Chacón-Castro, Marcos
Aimacaña-Espinosa, Luis
dc.date.none.fl_str_mv 2022
2023-09-08T13:58:03Z
2023-09-08T13:58:03Z
dc.identifier.none.fl_str_mv https://www.igi-global.com/chapter/escape-rooms-and-breakouts/308753
https://hdl.handle.net/20.500.14809/5724
dc.language.none.fl_str_mv eng
dc.publisher.none.fl_str_mv Handbook of Research on the Influence and Effectiveness of Gamification in Education. Pages 189 - 207
dc.rights.none.fl_str_mv closedAccess
https://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
dc.source.none.fl_str_mv reponame:Repositorio Universidad Tecnológica Indoamérica
instname:Universidad Tecnológica Indoamérica
instacron:UTI
dc.title.none.fl_str_mv Escape rooms and breakouts: Novel educational strategies
dc.type.none.fl_str_mv info:eu-repo/semantics/publishedVersion
info:eu-repo/semantics/article
description The escape rooms and breakouts are immersive games in which the participants are locked in a room and must solve a series of puzzles to escape. In virtuality, these games have also aroused interest in the educational field as a learning tool to transform students from passive spectators to active participants. Immersive learning allows students to learn about a topic while practicing teamwork and communication. This chapter aims to explain how these tools work and describe the implementation process using digital educational resources available on the web. Some examples developed by the authors are mentioned, and the evaluation results concerning the students' motivation, satisfaction, and participation in a virtual environment are presented.
eu_rights_str_mv openAccess
format article
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language eng
network_acronym_str UTI
network_name_str Repositorio Universidad Tecnológica Indoamérica
oai_identifier_str oai:repositorio.uti.edu.ec:20.500.14809/5724
publishDate 2022
publisher.none.fl_str_mv Handbook of Research on the Influence and Effectiveness of Gamification in Education. Pages 189 - 207
reponame_str Repositorio Universidad Tecnológica Indoamérica
repository.mail.fl_str_mv .
repository.name.fl_str_mv Repositorio Universidad Tecnológica Indoamérica - Universidad Tecnológica Indoamérica
repository_id_str 0
rights_invalid_str_mv closedAccess
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spelling Escape rooms and breakouts: Novel educational strategiesJadán-Guerrero, JanioChacón-Castro, MarcosAimacaña-Espinosa, LuisThe escape rooms and breakouts are immersive games in which the participants are locked in a room and must solve a series of puzzles to escape. In virtuality, these games have also aroused interest in the educational field as a learning tool to transform students from passive spectators to active participants. Immersive learning allows students to learn about a topic while practicing teamwork and communication. This chapter aims to explain how these tools work and describe the implementation process using digital educational resources available on the web. Some examples developed by the authors are mentioned, and the evaluation results concerning the students' motivation, satisfaction, and participation in a virtual environment are presented.Handbook of Research on the Influence and Effectiveness of Gamification in Education. Pages 189 - 2072023-09-08T13:58:03Z2023-09-08T13:58:03Z2022info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttps://www.igi-global.com/chapter/escape-rooms-and-breakouts/308753https://hdl.handle.net/20.500.14809/5724engclosedAccesshttps://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessreponame:Repositorio Universidad Tecnológica Indoaméricainstname:Universidad Tecnológica Indoaméricainstacron:UTI2023-12-11T19:35:20Zoai:repositorio.uti.edu.ec:20.500.14809/5724Institucionalhttps://repositorio.uti.edu.ec/Institución privadahttps://indoamerica.edu.ec/https://repositorio.uti.edu.ec/oai.Ecuador...opendoar:02023-12-11T19:35:20Repositorio Universidad Tecnológica Indoamérica - Universidad Tecnológica Indoaméricafalse
spellingShingle Escape rooms and breakouts: Novel educational strategies
Jadán-Guerrero, Janio
status_str publishedVersion
title Escape rooms and breakouts: Novel educational strategies
title_full Escape rooms and breakouts: Novel educational strategies
title_fullStr Escape rooms and breakouts: Novel educational strategies
title_full_unstemmed Escape rooms and breakouts: Novel educational strategies
title_short Escape rooms and breakouts: Novel educational strategies
title_sort Escape rooms and breakouts: Novel educational strategies
url https://www.igi-global.com/chapter/escape-rooms-and-breakouts/308753
https://hdl.handle.net/20.500.14809/5724