Comparing gamification models in higher education using Face-to-Face and virtual escape rooms
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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.
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Gamification is an active methodology that can enhance students' motivation and engagement through the use of game elements in non-game-related contexts.
“Gamification constitutes an active methodology that can enhance students' motivation and engagement and involves the use of game elements in non-game-related contexts”
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Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
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Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023) · Education Sciences · doi:10.3390/educsci13060618 · Cited by 94 · see citing works
- Authors
- Pozo-Sánchez, S., Lampropoulos, G., & López-Belmonte, J.
- Affiliations
- Universidad de Granada (ES)
- Venue
- Journal of New Approaches in Educational Research
- Published
- 2022-07
- Volume
- 11
- Issue
- 2
- Pages
- 307-322
- ISSN
- 2254-7339 (ISSN-L)
- OpenAlex
- W4285493092
- Cited by
- 111
- References
- 3
- Citations by year
- 2026: 21 · 2025: 20 · 2024: 27 · 2023: 37 · 2022: 6
- FWCI
- 28.52
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Journal of New Approaches in Educational Research (publishedVersion, cc-by-nc-nd)
- Institutional Repository of the University of Granada (University of Granada) (submittedVersion, cc-by-nc)
- Dialnet (Universidad de la Rioja) (submittedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Journal of New Approaches in Educational Research (University of Alicante) (submittedVersion, cc-by-nc-nd)
- RUA, Repositorio Institucional de la Universidad de Alicante (Universidad de Alicante) (submittedVersion, cc-by-nc)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Keywords
- gamification, escape rooms, virtual escape room, face-to-face learning, higher education, student engagement, fun, absorption, creative thinking, mastery, student grades, active learning methodologies
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