Affiliation:
1. University of Almería, Spain
Abstract
The main objective of this chapter is to illustrate a current example of a practical experience of gamification by studying a case of application of an escape room to the subject of organisation design, in university studies, specifically the 2nd year of the degree in business administration and management. It will highlight the use of an innovative tool for teaching and learning through an escape room applied to the subject of internationalisation of companies. It will be shown how it is possible to practice gamification within the area of business organisation. With this objective, an escape room will be presented, called “International Development of Nude Project.” This game has been designed so that participants know how to apply the knowledge, skills, and attitudes that enable the understanding of new theories of selection of the most appropriate and effective structure and form for an organisation, taking into account its internal characteristics and the elements of the general and specific environment.