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dc.contributor.author | Sánchez Ruiz, Luis Manuel | es_ES |
dc.contributor.author | López Alfonso, Salvador | es_ES |
dc.contributor.author | Moll López, Santiago Emmanuel | es_ES |
dc.contributor.author | Moraño Fernández, José Antonio | es_ES |
dc.contributor.author | Vega-Fleitas, Erika | es_ES |
dc.date.accessioned | 2023-07-04T18:01:39Z | |
dc.date.available | 2023-07-04T18:01:39Z | |
dc.date.issued | 2022-10 | es_ES |
dc.identifier.uri | http://hdl.handle.net/10251/194674 | |
dc.description.abstract | [EN] The introduction of game-based learning techniques has significantly swayed learning, motivation, and information processing in both traditional and digital learning environments. This paper studies the footprint that the implementation of ten short-duration digital escape rooms has had on the creation of an environment of positive emotions in the educational field. The digital escape rooms were created by employing the Genial.ly platform and RPG Maker MZ software. A feelings/satisfaction questionnaire has been conducted to study what emotions students have experienced, as well as the students¿ opinions about essential elements of digital escape rooms, to study whether positive feelings predominate in the performance of these activities. Results show a high incidence of positive emotions, and a very favorable opinion on the tools employed and the positive feelings on the acquisition of knowledge and skills. | es_ES |
dc.language | Inglés | es_ES |
dc.publisher | MDPI AG | es_ES |
dc.relation.ispartof | Information | es_ES |
dc.rights | Reconocimiento (by) | es_ES |
dc.subject | Escape room | es_ES |
dc.subject | Positive emotions | es_ES |
dc.subject | Motivation | es_ES |
dc.subject | Game-based learning | es_ES |
dc.subject.classification | MATEMATICA APLICADA | es_ES |
dc.subject.classification | CONSTRUCCIONES ARQUITECTONICAS | es_ES |
dc.title | Educational Digital Escape Rooms Footprint on Students¿ Feelings: A Case Study within Aerospace Engineering | es_ES |
dc.type | Artículo | es_ES |
dc.identifier.doi | 10.3390/info13100478 | es_ES |
dc.rights.accessRights | Abierto | es_ES |
dc.contributor.affiliation | Universitat Politècnica de València. Escuela Técnica Superior de Ingeniería del Diseño - Escola Tècnica Superior d'Enginyeria del Disseny | es_ES |
dc.contributor.affiliation | Universitat Politècnica de València. Escuela Técnica Superior de Arquitectura - Escola Tècnica Superior d'Arquitectura | es_ES |
dc.description.bibliographicCitation | Sánchez Ruiz, LM.; López Alfonso, S.; Moll López, SE.; Moraño Fernández, JA.; Vega-Fleitas, E. (2022). Educational Digital Escape Rooms Footprint on Students¿ Feelings: A Case Study within Aerospace Engineering. Information. 13(10):1-18. https://doi.org/10.3390/info13100478 | es_ES |
dc.description.accrualMethod | S | es_ES |
dc.relation.publisherversion | https://doi.org/10.3390/info13100478 | es_ES |
dc.description.upvformatpinicio | 1 | es_ES |
dc.description.upvformatpfin | 18 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.volume | 13 | es_ES |
dc.description.issue | 10 | es_ES |
dc.identifier.eissn | 2078-2489 | es_ES |
dc.relation.pasarela | S\472654 | es_ES |