Educational Digital Escape Rooms Footprint on Students' Feelings: A Case Study within Aerospace Engineering

被引:7
作者
Sanchez-Ruiz, Luis M. [1 ]
Lopez-Alfonso, Salvador [2 ]
Moll-Lopez, Santiago [1 ]
Antonio Morano-Fernandez, Jose [1 ]
Vega-Fleitas, Erika [3 ]
机构
[1] Univ Politecn Valencia, Dept Matemat Aplicada, Valencia 46022, Spain
[2] Univ Politecn Valencia, Dept Construcc Arquitecton, Valencia 46022, Spain
[3] Univ Politecn Valencia, Inst Diseno & Fabricac, Valencia 46022, Spain
关键词
escape room; positive emotions; motivation; game-based learning; EMPIRICAL-EVIDENCE; COMPUTER GAMES; ENGAGEMENT; EMOTIONS; NEED;
D O I
10.3390/info13100478
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The introduction of game-based learning techniques has significantly swayed learning, motivation, and information processing in both traditional and digital learning environments. This paper studies the footprint that the implementation of ten short-duration digital escape rooms has had on the creation of an environment of positive emotions in the educational field. The digital escape rooms were created by employing the Genially platform and RPG Maker MZ software. A feelings/satisfaction questionnaire has been conducted to study what emotions students have experienced, as well as the students' opinions about essential elements of digital escape rooms, to study whether positive feelings predominate in the performance of these activities. Results show a high incidence of positive emotions, and a very favorable opinion on the tools employed and the positive feelings on the acquisition of knowledge and skills.
引用
收藏
页数:18
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