Education, as a collection of approaches, has suffered from a lack of innovation in recent years. Despite the fact that ICTs were used in many classrooms at all levels of education, something was missing. As a result, gamification emerged as a potential solution to this problem. As a result, the goal of this project is to design an educational Escape Room for use in higher education, as well as to analyse data gathered from an ad hoc questionnaire. After finishing the game, the participants of the pilot experience completed a questionnaire. Furthermore, ICTs are offered as a solution. solution to cope with COVID-19 standards while also lowering installation costs in terms of both money and time The findings demonstrate that there are significant relationships between many aspects of the game, and overall pleasure is high. As a result, despite the time and effort required, installing an educational Escape Room appears to be beneficial to kids.
Author (S) Details
F. Sánchez-Cubo
University of Castilla-La Mancha, Spain.
View Book :- https://stm.bookpi.org/MPLLE-V7/article/view/2866
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