Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review
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- Heidi Eukel & Jeanne Frenzel & Kyle Frazier & Micah Miller, 2020. "Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses," Simulation & Gaming, , vol. 51(2), pages 167-179, April.
- Tara N. Cohen & Andrew C. Griggs & Joseph R. Keebler & Elizabeth H. Lazzara & Shawn M. Doherty & Falisha F. Kanji & Bruce L. Gewertz, 2020. "Using Escape Rooms for Conducting Team Research: Understanding Development, Considerations, and Challenges," Simulation & Gaming, , vol. 51(4), pages 443-460, August.
- Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
- Paul F. Franco & Deborah A. DeLuca, 2019. "Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education," Simulation & Gaming, , vol. 50(1), pages 23-43, February.
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- Aldo Gordillo & Enrique Barra & Sonsoles López-Pernas & Juan Quemada, 2021. "Development of Teacher Digital Competence in the Area of E-Safety through Educational Video Games," Sustainability, MDPI, vol. 13(15), pages 1-12, July.
- Tatjana Sidekerskienė & Robertas Damaševičius, 2023. "Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education," Sustainability, MDPI, vol. 15(9), pages 1-33, April.
- Antonio Torralba-Burrial & Eduardo Dopico, 2023. "Promoting the Sustainability of Artisanal Fishing through Environmental Education with Game-Based Learning," Sustainability, MDPI, vol. 15(17), pages 1-15, August.
- Dk Nurul Najiah Pg Abu Bakar & Masitah Shahrill & Yusuf F. Zakariya, 2023. "Digital Escape Game and Students’ Learning Outcomes in Mathematics: Experience From Brunei," SAGE Open, , vol. 13(4), pages 21582440231, December.
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Keywords
escape rooms; educational escape rooms; digital escape rooms; systematic literature review; technology enhanced learning; digital technologies; gamification; game-based learning; motivation; engagement;All these keywords.
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