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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Detalhes bibliográficos
Autores: Wolf, Martin, Köhler, Klemens
Formato: capítulo de livro
Fecha de publicación:2022
País:España
Recursos: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
Acesso em linha:https://riunet.upv.es/handle/10251/192000
Access Level:acceso abierto
Palavra-chave:Virtual Educational Escape Games
Game Based Learning
Gamification
Escape rooms
Educational games
Descrição
Resumo:[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.