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Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
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Author(s):
Alba González Moreno
(University of Almería, Spain)
Copyright:
2024
Pages:
17
Source title:
Practices and Implementation of Gamification in Higher Education
Source Author(s)/Editor(s):
Veronica Membrive
(University of Almeria, Spain)
DOI:
10.4018/979-8-3693-0716-8.ch004
Keywords:
Gaming in Education
/
Higher Education
/
Information Science Reference
/
Knowledge Management and Library Science
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Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal
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Abstract
Gamification is an innovative strategy to improve learning and knowledge application in university students. The study proposes a gamification design based on escape rooms adapted to the university context, integrating specific curricular elements in the challenges posed. These challenges require students to apply academic concepts and theories to solve problems and escape from the confined space in a limited time. The research highlights the effectiveness of this strategy in improving knowledge retention and students' motivation to learn. It also highlights the importance of collaboration and communication among participants as key elements for active and participatory learning. It is worth highlighting how the educational escape room proposal proves to be an effective strategy to involve university students in their learning process and encourage the practical application of their knowledge, which improves their understanding of academic content and strengthens their key skills.
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