高等教育中沉浸式工具的使用:密室逃生

Angeles Carolina Aguirre Acosta, Gabriela Espinola Carballo
{"title":"高等教育中沉浸式工具的使用:密室逃生","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":"{\"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}","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

摘要

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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Use of Immersive Tools in Higher Education: Escape Rooms
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信