Angeles Carolina Aguirre Acosta, Gabriela Espinola Carballo
{"title":"The Use of Immersive Tools in Higher Education: Escape Rooms","authors":"Angeles Carolina Aguirre Acosta, Gabriela Espinola Carballo","doi":"10.1145/3578837.3578848","DOIUrl":null,"url":null,"abstract":"In the era of digital education, it makes sense to create and apply new educational tools that helps educators to keep student´s attention and encourage their participation, so immersive experiences are more often common. An escape Game (or escape room) is a gamification strategy in the teaching-learning process in an educational context. This paper aims to prove the positive results by the implementation of this practice, that was carried out in two higher digital education courses at Tecnologico de Monterrey under collaborative (synchronous) and individual (asynchronous) modality with the goal to improve the learning process and experience of students in digital education courses through the gamification strategy of Escape Room.","PeriodicalId":150970,"journal":{"name":"Proceedings of the 2022 6th International Conference on Education and E-Learning","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2022 6th International Conference on Education and E-Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3578837.3578848","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
In the era of digital education, it makes sense to create and apply new educational tools that helps educators to keep student´s attention and encourage their participation, so immersive experiences are more often common. An escape Game (or escape room) is a gamification strategy in the teaching-learning process in an educational context. This paper aims to prove the positive results by the implementation of this practice, that was carried out in two higher digital education courses at Tecnologico de Monterrey under collaborative (synchronous) and individual (asynchronous) modality with the goal to improve the learning process and experience of students in digital education courses through the gamification strategy of Escape Room.
在数字教育时代,创造和应用新的教育工具是有意义的,这些工具可以帮助教育者保持学生的注意力并鼓励他们参与,因此沉浸式体验更常见。逃生游戏(escape Game)是在教育情境下的教学过程中的一种游戏化策略。本文旨在通过在tecologico de Monterrey的两门高等数字教育课程中进行协作(同步)和个人(异步)模式的实践来证明这一实践的积极效果,目的是通过Escape Room的游戏化策略来改善学生在数字教育课程中的学习过程和体验。