Pre-service teachers' perceptions of educational escape rooms

[EN] Using games as an educational strategy stimulates participation and collaboration, thereby impacting the development of competencies. Escape rooms (and escape games) are cooperative games in which players must discover clues, solve puzzles, and complete tasks within a limited time. Escape rooms...

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Detalhes bibliográficos
Autores: Grande de Prado, Mario, Abella García, Víctor, Baelo Álvarez, Roberto, García Martín, Sheila
Formato: artículo
Estado:Versión publicada
Fecha de publicación:2025
País:España
Recursos:Universidad de León
Repositorio:BULERIA. Repositorio Institucional de la Universidad de León
OAI Identifier:oai:buleria.unileon.es:10612/26834
Acesso em linha:https://www.jotse.org/index.php/jotse/article/view/3020
https://hdl.handle.net/10612/26834
Access Level:acceso abierto
Palavra-chave:Didáctica
Educación
Active methodologies
Gamification
Escape room
Breakout
Game based learning (GBL)
6104.02 Métodos Educativos
Descrição
Resumo:[EN] Using games as an educational strategy stimulates participation and collaboration, thereby impacting the development of competencies. Escape rooms (and escape games) are cooperative games in which players must discover clues, solve puzzles, and complete tasks within a limited time. Escape rooms are becoming increasingly relevant in education and are associated with motivation. The goal is to escape from a room (or access a treasure). In this study on educational escape rooms, we analysed students’ perceptions (N = 34) after participating in an escape room experience, inquiring about its educational usefulness, and looking for relationships with other variables. A questionnaire was also administered for this purpose. The results revealed a positive view, highlighting this recreational proposal’s attractiveness. Previous experience with recreational games influences students’ perceptions, and those with less experience may show reservations. In conclusion, teachers are increasingly interested in training to incorporate escape rooms in the classroom, given their capacity to favour the acquisition of learning, skills, abilities, and competencies.