The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
The Educational Value of the Escape Room in Virtual Environments
Abstract
This chapter will report the experiences and skills gained during the “Escape Room at Edu3D” project developed within the Craft World virtual world, by the Edu3D open source learning community, which has long been dedicated to teaching innovation in the environment virtual, thanks to the collaboration of experts, technicians, and volunteer teachers passionate about digital architecture. The developed project has led to a review of the escape rooms, which we are normally used to associating with role-playing games in which competitors are locked in themed rooms and must try to go out collecting clues and solving puzzles, puzzles, codes, and riddles, giving them a teaching key.
Related Content
Kamal Moundy, Nadia Chafiq, Mohammed Talbi, Oussama Bouiri.
© 2024.
13 pages.
|
Imane Elimadi, Khalil Shehadeh Al-Qatawneh.
© 2024.
6 pages.
|
Shalin Hai-Jew.
© 2024.
64 pages.
|
Rachida Ihya, Mohammed Ait Daoud, Tarek Ihya.
© 2024.
27 pages.
|
Marco Yamba-Yugsi, Ruth S. Contreras-Espinosa, Jose Luis Eguia-Gomez.
© 2024.
23 pages.
|
Richard Adade, Leila Goosen.
© 2024.
19 pages.
|
Maati Souiet, Gaadi Amina, Chafiq Nadia, El Imadi Imane.
© 2024.
13 pages.
|
|
|