Gamifying the university classroom: a comparative analysis of game dimensions through educational Escape Room and a digital board game
IntroductionUniversity education is looking for innovative ways to enrich the teaching-learning process.MethodsThis study aims to describe and compare two gamified experiences: an educational Escape Room and a digital goose board game with Genially. The design of this research follows a quantitative...
Main Authors: | , , , |
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Format: | Article |
Language: | English |
Published: |
Frontiers Media S.A.
2024-03-01
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Series: | Frontiers in Education |
Subjects: | |
Online Access: | https://www.frontiersin.org/articles/10.3389/feduc.2024.1354674/full |