Back to Search Start Over

Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms

Authors :
Pozo-Sánchez, Santiago
Lampropoulos, Georgios
López-Belmonte, Jesús
Source :
Journal of New Approaches in Educational Research. 2022 11(2):307-322.
Publication Year :
2022

Abstract

Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation, absence of negative effects and student grades. A descriptive and correlational experimental design has been used. In total, 105 Spanish university students participated. The data was collected using a scale validated in the Spanish context called Gameful Experience in Gamification (GAMEX). The results reveal significant variability according to the training environment. In face-to-face environments, students' fun and activation were promoted, generating pleasant entertainment experiences. In virtual environments, influence, autonomy, creativity, and exploration by students increased. Similarly, these environments shared high levels of spatio-temporal absorption and an absence of negative effects. Regarding the ratings, no statistically significant results that confirm their effectiveness depending on the environment were determined, but good scores were obtained. It is concluded that the choice of the gamified environment will depend on the dimensions and the goals that the teacher intends to achieve during the learning process.

Details

Language :
English
ISSN :
2254-7339
Volume :
11
Issue :
2
Database :
ERIC
Journal :
Journal of New Approaches in Educational Research
Publication Type :
Academic Journal
Accession number :
EJ1351379
Document Type :
Journal Articles<br />Reports - Research