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  4. Gamified Environments as a Pedagogical Strategy in University Education
 
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Gamified Environments as a Pedagogical Strategy in University Education

Journal
Lecture Notes in Networks and Systems
Information Technology and Systems
ISSN
2367-3370
2367-3389
Date Issued
2025
Author(s)
Marcos Chacón-Castro
Juan Murillo-Morera
Jadán Guerrero, Janio
Centro de investigación en Mecatrónica y Sistemas Interactivos
Type
book-chapter
DOI
10.1007/978-3-031-93109-3_21
URL
https://cris.indoamerica.edu.ec/handle/123456789/9826
Abstract
The technological boom, the updating and the use of digital tools has caused education to undergo changes to face new educational needs, granting and giving prominence to virtuality as a means of autonomous, disciplined and efficient learning. In that order of ideas, this research aims to implement an Escape Room as a strategy to strengthen digital skills in undergraduate students. The online game, designed in the form of a virtual ‘Escape Room’ with various rooms, poses a series of associated challenges to young people for the development and validation of digital skills necessary for the training process they will face. The strategy is based on the action research methodology: planning, observation, action and reflection. The Escape Room integrates the dynamics, elements and mechanics of the game, with the purpose of increasing motivation in learning digital tools in University Education. In the process of evaluating the intervention, an intervention will be applied to 800 students from first to third cycle of a private university. The findings obtained have shown an impact on motivational change through a proactive attitude in learning, the use of digital tools and the creation of virtual content.
Subjects
  • Digital Escape Room

  • digital resources

  • Gamification

  • Higher Education

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