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Educational Digital Escape Rooms Footprint on Students¿ Feelings: A Case Study within Aerospace Engineering

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Educational Digital Escape Rooms Footprint on Students¿ Feelings: A Case Study within Aerospace Engineering

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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


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