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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| Other Authors: | , |
| Format: | article |
| Language: | eng |
| Published: |
2022
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| 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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| _version_ | 1858415161737478144 |
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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 |
| id | UTI_abec08fea0e528df3ec676ca2f839f20 |
| instacron_str | UTI |
| institution | UTI |
| instname_str | Universidad Tecnológica Indoamérica |
| 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 https://creativecommons.org/licenses/by/4.0/ |
| 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 |