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What is Affects

Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills
Visible and invisible forces that connect students, professors, the classroom, and the discipline in an indivisible continuum in order to create a learning environment that escapes from hierarchies of knowledge.
Published in Chapter:
Physical, Hybrid, and Digital Escape Rooms: Using EERGs in the English Studies Classroom Through Literature
Beatriz Revelles Benavente (University of Granada, Spain)
DOI: 10.4018/978-1-7998-8645-7.ch017
Abstract
Contemporary society has demanded innovative solutions for the uncertainties that the COVID-19 pandemic has imposed in our educational system. Gamification has long demonstrated that students' active engagement provides positive results if taken into account in the design of the educational strategies. One of the innovative solutions that this chapter proposes through the use of gamification is the tool of educational escape rooms. In order to do this, it provides three study cases implemented in the ESL classroom and the classroom of “Introduction to Literary Techniques” at the University of Granada. Doing so, it provides solutions and recommendations for the identified challenges to use these tools in the classrooms by introducing escape rooms within different educational scenarios as well as proposing affective pedagogies as a robust theoretical and methodological framework.
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