Today's students are digital natives (Prensky, 2001) and require new and innovative methodologies. Gisbert & Esteve (2011) describe this generation as having a marked digital literacy and a constant need to be connected. Moreover, they stand out for having grown up with technology, feeling comfortable with multi-tasking, relying on graphics for communication, as well as thriving on instant gratifications and rewards (Akçayir, Dündar, & Akçayir, 2016). Consequently, teachers or digital immigrants", as Prensky (2001: 1) refers to those educators who "were not born into the digital world" but have adopted and use many of the aspects of new technology, need to offer state-of-the-art approaches that catch their attention and relate to their every-day lives. Gamification is one of these emerging trends that shows no signs of stopping (Kapp, 2012) and, although mainly used in business contexts, "the penetration of the gamification trend in educational settings seems to be still climbing up to the top" (Dicheva et al., 2016: 2). Teachers, professors and educational professionals, in general, have the opportunity of creating new, challenging, significant, and interactive learning experiences for today's students. Boredom, lack of attention and loss of interest contribute "usually adversely towards student engagement, learning and overall performance across a diverse range of settings including universities" (Sharp et al., 2017: 2). An escape room is a real-life team-based puzzle game where people are locked in a room and solve puzzles together to get out (Chen, 2015). Some common elements of this game are that it is team-based, has a clear objective, and is themed under a story. As stated by York and William (2018) in the case of other learning games, some benefits of the escape room applied to a classroom are that it provides learners with shared-goal orientation because, instead of making players compete, it reduces their cognitive load and promotes interaction in a social and collaborative learning environment. Moreover, it is a social experience that provides students with meaningful interaction. This publication will present a list of escape rooms for higher education, covering different topics and fields, and suggested online environments. Considering the difficulty of teachers bringing innovative methodologies to online education, this book will present a list of different escape rooms so that other teachers around the world can replicate them"--
- | Author: Alexandra Santamaría Urbieta, Elena Alcalde Peñalver
- | Publisher: Information Science Reference
- | Publication Date: Feb 10, 2023
- | Number of Pages: 356 pages
- | Language: English
- | Binding: Hardcover
- | ISBN-10: 1668460815
- | ISBN-13: 9781668460818