DOAJ Open Access 2022

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

Luis M. Sánchez-Ruiz Salvador López-Alfonso Santiago Moll-López José Antonio Moraño-Fernández Erika Vega-Fleitas

Abstrak

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.

Topik & Kata Kunci

Penulis (5)

L

Luis M. Sánchez-Ruiz

S

Salvador López-Alfonso

S

Santiago Moll-López

J

José Antonio Moraño-Fernández

E

Erika Vega-Fleitas

Format Sitasi

Sánchez-Ruiz, L.M., López-Alfonso, S., Moll-López, S., Moraño-Fernández, J.A., Vega-Fleitas, E. (2022). Educational Digital Escape Rooms Footprint on Students’ Feelings: A Case Study within Aerospace Engineering. https://doi.org/10.3390/info13100478

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Informasi Jurnal
Tahun Terbit
2022
Sumber Database
DOAJ
DOI
10.3390/info13100478
Akses
Open Access ✓