ArticleInternational journal of environmental research and public health2020
Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning.
Article in International journal of environmental research and public health, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers.
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Who cites it
17 citing papers in PubMed.
- Educational escape games in emotion education: effects on learning achievement, emotion regulation strategies, and achievement emotions among upper elementary students.Frontiers in psychology · 2026Article
- Underground nursing students' experiences in a face-to-face, hybrid, and online escape room model: a comparative analysis in Serbian context.Medical education online · 2025Article
- Escape Room in Nursing Fundamentals Course: Students' Opinions, Engagement, and Gameful Experience.Nursing reports (Pavia, Italy) · 2025Article
- The effect of an escape room game on students' academic self-efficacy and motivation for critical thinking: oncology nursing course.BMC nursing · 2024Article
- Gamification in the classroom: Kahoot! As a tool for university teaching innovation.Frontiers in psychology · 2024Article
- The effect of an escape room game on college nursing students' learning attitude and game flow experiences in teaching safe medication care for the elderly: an intervention educational study.BMC medical education · 2023Article
- Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study.BMC medical education · 2023Article
- Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions.International journal of environmental research and public health · 2022Article
- Escape Room vs. Traditional Assessment in Physiotherapy Students' Anxiety, Stress and Gaming Experience: A Comparative Study.International journal of environmental research and public health · 2021Article
- Game-Based Learning Outcomes Among Physiotherapy Students: Comparative Study.JMIR serious games · 2021Article
- Neuroeducation, Motivation, and Physical Activity in Students of Physical Education.International journal of environmental research and public health · 2021Article
- Adaptation and Validation of the Motivated Strategies for Learning Questionnaire for Spanish Adolescents.European journal of investigation in health, psychology and education · 2021Article
- Gamification and flipped learning and their influence on aspects related to the teaching-learning process.Heliyon · 2021Article
- Projection of E-Learning in Higher Education: A Study of Its Scientific Production in Web of Science.European journal of investigation in health, psychology and education · 2021Review
- Scientific Mapping of Gamification in Web of Science.European journal of investigation in health, psychology and education · 2020Review
- Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education.International journal of environmental research and public health · 2020Article
- Emerging simulation technologies in global craniofacial surgical training.Journal of oral biology and craniofacial researchArticle
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group-traditional; experimental groups-escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.