A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH
Oriol Borrás-Gené, Raquel Hijón-Neira, Pedro Paredes-Barragán, Lucía Serrano-Luján
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引用次数: 0

Abstract

Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in “Computer Science and Digital Competency” course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students belonging to a European university participated in the experience as case study. The educational escape room was conducted following a hybrid model, mixing a physical organization of props with a virtual organization of the narrative, tests and achievements. The experiment was designed to answer two hypotheses, first if applying escape room as an educational strategy fosters pre-primary and primary students' motivation, since this method address complex concepts in a practical way, and second, if the application of this strategy as teaching strategy makes students perceive the learning process as a game.
为职前教师设计混合式逃生室,激发他们的学习动机并开展编程教育
教育逃生室旨在激励学生、强化知识和评估学习。参加 "计算机科学与数字能力 "课程的职前教师缺乏动力,在日常实践中也很难意识到它的实用性,因此成为应用这一策略的理想环境。欧洲一所大学的 157 名学生参与了案例研究。教育逃生室采用混合模式,将道具的物理组织与叙述、测试和成就的虚拟组织相结合。该实验旨在回答两个假设:第一,将逃生室作为一种教育策略是否能提高学前班和小学生的学习积极性,因为这种方法能以实用的方式解决复杂的概念;第二,将这种策略作为教学策略是否能让学生将学习过程视为一种游戏。
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
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