EXITrun – A Lecture as a Virtual Educational Escape Game

[EN] Using gamification approaches in Higher Education is an appropriate way to increase student’s engagement especially during the time of the COVID-19 pandemic. Escape Games which could be either used as physical experience of a group in a room, or - more virtually - as several puzzles that need t...

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Detalles Bibliográficos
Autores: Wolf, Martin, Köhler, Klemens
Tipo de recurso: capítulo de libro
Fecha de publicación:2022
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:inglés
OAI Identifier:oai:riunet.upv.es:10251/192000
Acceso en línea:https://riunet.upv.es/handle/10251/192000
Access Level:acceso abierto
Palabra clave:Virtual Educational Escape Games
Game Based Learning
Gamification
Escape rooms
Educational games
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spelling EXITrun – A Lecture as a Virtual Educational Escape GameWolf, MartinKöhler, KlemensVirtual Educational Escape GamesGame Based LearningGamificationEscape roomsEducational games[EN] Using gamification approaches in Higher Education is an appropriate way to increase student’s engagement especially during the time of the COVID-19 pandemic. Escape Games which could be either used as physical experience of a group in a room, or - more virtually - as several puzzles that need to be solved with the target to solve one overarching mystery, are well known tools that can be used in an educational environment as well. However, despite of existing frameworks and manifold examples it remains difficult to set up a Virtual Educational Escape Game (VEEG) with the proven positive effect on successful learning. This study presents some factors that support successful learning when using a VEEG and compares cost-benefit-ratios for manually versus automatically run VEEGs.Editorial Universitat Politècnica de ValènciaRepositorio Institucional de la Universitat Politècnica de València Riunet20222022-05-31book parthttp://purl.org/coar/resource_type/c_3248VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/bookPartapplication/pdfhttps://riunet.upv.es/handle/10251/192000reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valénciainstname:Universitat Politècnica de València (UPV)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Reconocimiento - No comercial - Sin obra derivada (by-nc-nd) http://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:riunet.upv.es:10251/1920002025-07-13T07:49:11Z
dc.title.none.fl_str_mv EXITrun – A Lecture as a Virtual Educational Escape Game
title EXITrun – A Lecture as a Virtual Educational Escape Game
spellingShingle EXITrun – A Lecture as a Virtual Educational Escape Game
Wolf, Martin
Virtual Educational Escape Games
Game Based Learning
Gamification
Escape rooms
Educational games
title_short EXITrun – A Lecture as a Virtual Educational Escape Game
title_full EXITrun – A Lecture as a Virtual Educational Escape Game
title_fullStr EXITrun – A Lecture as a Virtual Educational Escape Game
title_full_unstemmed EXITrun – A Lecture as a Virtual Educational Escape Game
title_sort EXITrun – A Lecture as a Virtual Educational Escape Game
dc.creator.none.fl_str_mv Wolf, Martin
Köhler, Klemens
author Wolf, Martin
author_facet Wolf, Martin
Köhler, Klemens
author_role author
author2 Köhler, Klemens
author2_role author
dc.contributor.none.fl_str_mv Repositorio Institucional de la Universitat Politècnica de València Riunet
dc.subject.none.fl_str_mv Virtual Educational Escape Games
Game Based Learning
Gamification
Escape rooms
Educational games
topic Virtual Educational Escape Games
Game Based Learning
Gamification
Escape rooms
Educational games
description [EN] Using gamification approaches in Higher Education is an appropriate way to increase student’s engagement especially during the time of the COVID-19 pandemic. Escape Games which could be either used as physical experience of a group in a room, or - more virtually - as several puzzles that need to be solved with the target to solve one overarching mystery, are well known tools that can be used in an educational environment as well. However, despite of existing frameworks and manifold examples it remains difficult to set up a Virtual Educational Escape Game (VEEG) with the proven positive effect on successful learning. This study presents some factors that support successful learning when using a VEEG and compares cost-benefit-ratios for manually versus automatically run VEEGs.
publishDate 2022
dc.date.none.fl_str_mv 2022
2022-05-31
dc.type.none.fl_str_mv book part
http://purl.org/coar/resource_type/c_3248
VoR
http://purl.org/coar/version/c_970fb48d4fbd8a85
info:eu-repo/semantics/bookPart
format bookPart
dc.identifier.none.fl_str_mv https://riunet.upv.es/handle/10251/192000
url https://riunet.upv.es/handle/10251/192000
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Reconocimiento - No comercial - Sin obra derivada (by-nc-nd)
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Editorial Universitat Politècnica de València
publisher.none.fl_str_mv Editorial Universitat Politècnica de València
dc.source.none.fl_str_mv reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
instname:Universitat Politècnica de València (UPV)
instname_str Universitat Politècnica de València (UPV)
reponame_str RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
collection RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
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