Cited by 43Educational Games and GamificationTeaching and Learning ProgrammingEducational Robotics and Engineering

Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming

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Lopez-Pernas, Sonsoles, Gordillo, Aldo, Barra, Enrique, Quemada, Juan·2021·IEEE Access

Abstract

Existing literature has provided strong evidence that educational escape rooms are engaging and effective learning activities when they are properly conducted in the classroom. However, no prior research has determined whether the positive effects of these novel educational activities on students’ perceptions and learning persist when conducted remotely. This article performs, for the first time, a comparative study of the effectiveness of face-to-face and remote educational escape rooms. For this purpose, two versions of the same educational escape room were conducted: one in-class and one remotely. Both experiences were evaluated by means of three different instruments: (1) a pre-test and a post-test for measuring learning gains, (2) a questionnaire for assessing students’ perceptions, and (3) a web platform for recording student interaction data during the activities. The results obtained suggest that, although remote educational escape rooms for learning programming can be as engaging as their face-to-face counterparts, their learning effectiveness is somewhat lower.

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  • Educational escape activities (EEAs) have shown great value in terms of engagement, motivation, and learner outcomes.

    “EEAs are reported to be positively perceived among students 6,9,11,13,14 and have shown great value in terms of engagement, 6,11 -14 motivation, 6,7,12,14 and learner outcomes. 7,8,10”

    From Fostering Motivation toward Chemistry through Augmented Reality Educational Escape Activities. A Self-Determination Theory Approach (2022) · cites this paper as [6]

    The Introduction (p. 1) reports positive effects of educational escape rooms on engagement and learning, and Learning Effectiveness (p. 8) finds significant knowledge gains in both rooms studied. Students’ Perceptions (p. 9) also describes the activities as highly engaging. The paper does not establish a motivation benefit in its own study; Related Work (p. 3) mentions motivation only when describing another study’s comparison of face-to-face and remote rooms. (LLM, conf=0.83)

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  • Educational escape activities (EEAs) are reported to be positively perceived among students.

    “EEAs are reported to be positively perceived among students 6,9,11,13,14 and have shown great value in terms of engagement, 6,11 -14 motivation, 6,7,12,14 and learner outcomes. 7,8,10”

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Authors
Lopez-Pernas, S., Gordillo, A., Barra, E., & Quemada, J.
Affiliations
  • Departamento de Ingenier&#x00ED;a de Sistemas Telem&#x00E1;ticos, ETSI Telecomunicación, Universidad Polit&#x00E9;cnica de Madrid, Madrid, Spain
  • Universidad Politécnica de Madrid (ES)
Venue
IEEE Access
Published
2021
Volume
9
Pages
59270-59285
ISSN
2169-3536 (ISSN-L)
OpenAlex
W3153733014
Cited by
43
References
1
Citations by year
2026: 4 · 2025: 9 · 2024: 9 · 2023: 12 · 2022: 6 · 2021: 3
FWCI
9.84
Type
journal article
Language
en
Open access
Locations
  • IEEE Access (publishedVersion, cc-by)
  • Archivo Digital UPM (Universidad Politécnica de Madrid) (acceptedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Hispana (submittedVersion, cc-by)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
  • Physical Sciences › Computer Science › Artificial Intelligence › Educational Robotics and Engineering
Keywords
educational escape rooms, distance education, face-to-face learning, programming education, learning gains, student engagement, student perceptions, student interaction data, gamified learning

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