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https://hdl.handle.net/11000/35331
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DC Field | Value | Language |
---|---|---|
dc.contributor.author | Roig, Pedro Juan | - |
dc.contributor.author | Alcaraz, Salvador | - |
dc.contributor.author | Gilly, Katja | - |
dc.contributor.author | Bernad, Cristina | - |
dc.contributor.author | Juiz, Carlos | - |
dc.contributor.other | Departamentos de la UMH::Ingeniería de Computadores | es_ES |
dc.date.accessioned | 2025-01-26T15:48:55Z | - |
dc.date.available | 2025-01-26T15:48:55Z | - |
dc.date.created | 2023 | - |
dc.identifier.citation | Education Sciences | es_ES |
dc.identifier.issn | 2227-7102 | - |
dc.identifier.uri | https://hdl.handle.net/11000/35331 | - |
dc.description.abstract | The adoption of the active learning paradigm presents a series of challenges and uncertainties. However, its adoption may result in better academic results and a more engaging attitude towards learning. In this sense, this paper presents a case scenario in which such a change of paradigm has been deployed, where escape rooms have been introduced as an assessment tool in an active learning context. The way to move through those escape rooms is by taking a series of questionnaires based on the knowledge acquired, such that failing a test keeps the group in the same position and passing it makes them move according to the grades obtained. Surveys and comments offered by students show they were more motivated and engaged after this task, and an improvement in academic performance has been detected. | es_ES |
dc.format | application/pdf | es_ES |
dc.format.extent | 22 | es_ES |
dc.language.iso | eng | es_ES |
dc.publisher | MDPI | es_ES |
dc.relation.ispartofseries | 13 | es_ES |
dc.relation.ispartofseries | 6 | es_ES |
dc.rights | info:eu-repo/semantics/openAccess | es_ES |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | active learning | es_ES |
dc.subject | escape room | es_ES |
dc.subject | flipped classroom | es_ES |
dc.subject | gamification | es_ES |
dc.subject | innovative education | es_ES |
dc.subject.other | CDU::0 - Generalidades.::04 - Ciencia y tecnología de los ordenadores. Informática. | es_ES |
dc.title | Using Escape Rooms as Evaluation Tool in Active Learning Contexts | es_ES |
dc.type | info:eu-repo/semantics/article | es_ES |
dc.relation.publisherversion | https://doi.org/10.3390/educsci13060535 | es_ES |
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