Por favor, use este identificador para citar o enlazar este ítem: https://hdl.handle.net/11000/35331
Registro completo de metadatos
Campo DC Valor Lengua/Idioma
dc.contributor.authorRoig, Pedro Juan-
dc.contributor.authorAlcaraz, Salvador-
dc.contributor.authorGilly, Katja-
dc.contributor.authorBernad, Cristina-
dc.contributor.authorJuiz, Carlos-
dc.contributor.otherDepartamentos de la UMH::Ingeniería de Computadoreses_ES
dc.date.accessioned2025-01-26T15:48:55Z-
dc.date.available2025-01-26T15:48:55Z-
dc.date.created2023-
dc.identifier.citationEducation Scienceses_ES
dc.identifier.issn2227-7102-
dc.identifier.urihttps://hdl.handle.net/11000/35331-
dc.description.abstractThe 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.formatapplication/pdfes_ES
dc.format.extent22es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.relation.ispartofseries13es_ES
dc.relation.ispartofseries6es_ES
dc.rightsinfo:eu-repo/semantics/openAccesses_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectactive learninges_ES
dc.subjectescape roomes_ES
dc.subjectflipped classroomes_ES
dc.subjectgamificationes_ES
dc.subjectinnovative educationes_ES
dc.subject.otherCDU::0 - Generalidades.::04 - Ciencia y tecnología de los ordenadores. Informática.es_ES
dc.titleUsing Escape Rooms as Evaluation Tool in Active Learning Contextses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherversionhttps://doi.org/10.3390/educsci13060535es_ES
Aparece en las colecciones:
Artículos Ingeniería de computadores


Vista previa

Ver/Abrir:
 Using Escape Rooms as Evaluation Tool in Active Learning Contexts.pdf

341,39 kB
Adobe PDF
Compartir:


Creative Commons La licencia se describe como: Atribución-NonComercial-NoDerivada 4.0 Internacional.