Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, esca...
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doaj-a822deac00b0498a9f07eec1a90372f12020-11-25T02:10:34ZengMDPI AGInternational Journal of Environmental Research and Public Health1660-46012020-03-01177222410.3390/ijerph17072224ijerph17072224Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for LearningJesús López-Belmonte0Adrián Segura-Robles1Arturo Fuentes-Cabrera2María Elena Parra-González3Department of Didactics and School Organization, University of Granada, 18071 Granada, SpainDepartment of Research Methods and Diagnosis in Education, University of Granada, 18071 Granada, SpainDepartment of Didactics and School Organization, University of Granada, 18071 Granada, SpainDepartment of Research Methods and Diagnosis in Education, University of Granada, 18071 Granada, SpainInnovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.https://www.mdpi.com/1660-4601/17/7/2224educational innovationactive methodologiesgamificationescape roompsychosocial factorspositive effectsimprovement of indicators |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Jesús López-Belmonte Adrián Segura-Robles Arturo Fuentes-Cabrera María Elena Parra-González |
spellingShingle |
Jesús López-Belmonte Adrián Segura-Robles Arturo Fuentes-Cabrera María Elena Parra-González Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning International Journal of Environmental Research and Public Health educational innovation active methodologies gamification escape room psychosocial factors positive effects improvement of indicators |
author_facet |
Jesús López-Belmonte Adrián Segura-Robles Arturo Fuentes-Cabrera María Elena Parra-González |
author_sort |
Jesús López-Belmonte |
title |
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning |
title_short |
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning |
title_full |
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning |
title_fullStr |
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning |
title_full_unstemmed |
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning |
title_sort |
evaluating activation and absence of negative effect: gamification and escape rooms for learning |
publisher |
MDPI AG |
series |
International Journal of Environmental Research and Public Health |
issn |
1660-4601 |
publishDate |
2020-03-01 |
description |
Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology. |
topic |
educational innovation active methodologies gamification escape room psychosocial factors positive effects improvement of indicators |
url |
https://www.mdpi.com/1660-4601/17/7/2224 |
work_keys_str_mv |
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