An Interactive Escape Room That Increases the Digital Skills of the Physical Activity and Sport Science Students

Author:

Sotoca Orgaz Pablo1ORCID,Arévalo Baeza Marta1ORCID,Santamaría Urbieta Alexandra2ORCID

Affiliation:

1. University of Alcalá, Spain

2. Universidad Internacional de La Rioja, Spain

Abstract

This experience arises intending to increase the motivation of university students to contribute to devote more attention, time, and effort to the learning situations they experience. From this idea, the implementation of active methodologies aims to give students a leading role, providing them with new experiences that favour the understanding and consolidation of content and the development of skills and competencies in search of valuable and situated learning. Within these methodologies, the authors highlight some that resort to playful elements to improve the commitment to the different learning processes. This chapter presents perceptions and assessments of students after participating in a project to develop digital competencies based on gamification and having as the main element a hybrid escape room, with live and digital proposals set in the successful Spanish TV series “La Casa de Papel.”

Publisher

IGI Global

Reference68 articles.

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4. Area, M. (2010). ¿Por qué formar en competencias informacionales y digitales en la educación superior? En Competencias informacionales y digitales en educación superior [Why train in informational and digital skills in higher education? In Informational and digital competences in higher education]. Revista de Universidad y Sociedad del Conocimiento, 7(2).

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