Por favor, use este identificador para citar o enlazar este ítem:
https://repositorio.uti.edu.ec//handle/123456789/5724
Registro completo de metadatos
Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.contributor.author | Jadán-Guerrero, Janio | - |
dc.contributor.author | Chacón-Castro, Marcos | - |
dc.contributor.author | Aimacaña-Espinosa, Luis | - |
dc.date.accessioned | 2023-09-08T13:58:03Z | - |
dc.date.available | 2023-09-08T13:58:03Z | - |
dc.date.issued | 2022 | - |
dc.identifier.uri | https://www.igi-global.com/chapter/escape-rooms-and-breakouts/308753 | - |
dc.identifier.uri | https://repositorio.uti.edu.ec//handle/123456789/5724 | - |
dc.description.abstract | 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. | es |
dc.language.iso | eng | es |
dc.publisher | Handbook of Research on the Influence and Effectiveness of Gamification in Education. Pages 189 - 207 | es |
dc.rights | closedAccess | es |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | es |
dc.title | Escape rooms and breakouts: Novel educational strategies | es |
dc.type | article | es |
Aparece en las colecciones: | Artículos Científicos Indexados |
Ficheros en este ítem:
No hay ficheros asociados a este ítem.
Este ítem está sujeto a una licencia Creative Commons Licencia Creative Commons