Evidence map›Paper›PMID 32224978›Full record

ArticleInternational journal of environmental research and public health2020

Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning.

Jesús López-Belmonte, Adrian Segura-Robles, Arturo Fuentes-Cabrera, María Elena Parra-González

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

17 citing papers in PubMed.

  1. Article
  2. Article
  3. Article
  4. Article
  5. Article
  6. Article
  7. Article
  8. Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions.International journal of environmental research and public health · 2022
    Article
  9. Article
  10. Article
  11. Neuroeducation, Motivation, and Physical Activity in Students of Physical Education.International journal of environmental research and public health · 2021
    Article
  12. Adaptation and Validation of the Motivated Strategies for Learning Questionnaire for Spanish Adolescents.European journal of investigation in health, psychology and education · 2021
    Article
  13. Article
  14. 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 · 2021
    Review
  15. Scientific Mapping of Gamification in Web of Science.European journal of investigation in health, psychology and education · 2020
    Review
  16. Article
  17. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Jesús López-BelmonteDepartment of Didactics and School Organization, University of Granada, 18071 Granada, Spain.ORCID 0000-0003-0823-3370
Adrian Segura-RoblesDepartment of Research Methods and Diagnosis in Education, University of Granada, 18071 Granada, Spain.ORCID 0000-0003-0753-7129
Arturo Fuentes-CabreraDepartment of Didactics and School Organization, University of Granada, 18071 Granada, Spain.
María Elena Parra-GonzálezDepartment of Research Methods and Diagnosis in Education, University of Granada, 18071 Granada, Spain.ORCID 0000-0002-6918-9126

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Games, ExperimentalLearningCooperative BehaviorHumansMotivationStudentsactive methodologieseducational innovationescape roomgamificationimprovement of indicatorspositive effectspsychosocial factors

Identifiers

PMID32224978
PMCPMC7177750

What OpenQuestion holds

Textmetadata
LicenceCC BY
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Registered trials

None linked

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.