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...

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Bibliographic Details
Main Authors: Marta Mauri-Medrano, Sara González-Yubero, Carolina Falcón-Linares, María Jesús Cardoso-Moreno
Format: Article
Language:English
Published: Frontiers Media S.A. 2024-03-01
Series:Frontiers in Education
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2024.1354674/full