Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal

Enhancing the Learning and Application of Knowledge in University Students: An Escape Room Proposal

Copyright: © 2024 |Pages: 17
DOI: 10.4018/979-8-3693-0716-8.ch004
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Abstract

Gamification is an innovative strategy to improve learning and knowledge application in university students. The study proposes a gamification design based on escape rooms adapted to the university context, integrating specific curricular elements in the challenges posed. These challenges require students to apply academic concepts and theories to solve problems and escape from the confined space in a limited time. The research highlights the effectiveness of this strategy in improving knowledge retention and students' motivation to learn. It also highlights the importance of collaboration and communication among participants as key elements for active and participatory learning. It is worth highlighting how the educational escape room proposal proves to be an effective strategy to involve university students in their learning process and encourage the practical application of their knowledge, which improves their understanding of academic content and strengthens their key skills.
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Introduction

Gamification has emerged as a dynamic and innovative strategy in the realm of education, offering a unique approach to enhance learning experiences for university students. This chapter delves into the transformative potential of gamification, particularly through the adaptation of escape room concepts within the university context. The integration of escape room challenges, tailored to incorporate specific curricular elements, serves as a catalyst for fostering active engagement and practical application of academic knowledge.

The central premise of this chapter revolves around the exploration and detailed examination of a gamification proposal based on escape room dynamics, designed to elevate the learning experience within educational settings. By immersing students in challenges that demand the application of theoretical concepts and problem-solving skills, this approach aims to transcend traditional teaching methods.

The objective of this chapter is to explore and detail a gamification proposal based on an escape room to enhance and enrich the learning experience in educational contexts. It seeks to analyze in depth how the combination of game elements and escape room challenges can motivate students, promote collaboration and critical thinking, and increase information retention. Through concrete examples and practical strategies, this chapter aims to provide educators and course designers with a solid guide for the effective implementation of this methodology in the classroom. Thus inspiring education professionals to adopt this innovative pedagogical strategy and adapt it to their specific needs in order to improve their students' participation, engagement and learning outcomes.

Key Terms in this Chapter

Critical Thinking: The ability to analyze, evaluate, and synthesize information objectively, enabling individuals to make informed decisions and solve complex problems.

Problem-Solving Skills: The capacity to identify, analyze, and solve problems systematically, involving creativity, critical thinking, and decision-making.

Active Learning: A teaching method that engages students in the learning process through activities, discussions, and problem-solving, promoting a more participatory and hands-on approach.

University Context: The specific environment and characteristics associated with higher education institutions, including academic programs, curricula, and the unique challenges faced by university students.

Practical Application: The process of using learned knowledge and skills in real-world situations, emphasizing the transferability of academic concepts to practical scenarios.

Student Engagement: The degree of involvement, interest, and interaction that students demonstrate in the learning process, contributing to a positive and effective educational experience.

Escape Room: A physical or virtual adventure game where participants solve a series of puzzles and challenges within a set timeframe to “escape” from a confined space.

Motivation: The internal or external factors that drive individuals to initiate and sustain goal-directed behaviors, influencing the intensity and persistence of their efforts.

Gamification: The application of game elements, such as competition, points, and rewards, in non-game contexts, like education, to enhance engagement and motivation.

Knowledge Retention: The ability to remember and recall information over time, often measured by the durability of learned material in memory.

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