DIGITAL LIBRARY
THE USE OF DIGITAL ESCAPE ROOM AND GAMIFICATION TOOLS IN MANAGERIAL SKILLS AND THEIR IMPACT ON LEARNING AND STUDENTS’ SATISFACTION
University of Cadiz (SPAIN)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Page: 8547 (abstract only)
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.0633
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
The current scenario after the COVID-19 shed light on important problems in the relationship between teachers and students affecting their results and satisfaction. In this line, students absenteeism is one of the worst issues, affecting some of the basic premises that are currently defended in the model of the European Higher Education Area (EHEA), such as autonomous learning, commitment and responsibility of students. Recently, teaching techniques and methodologies are evolving and improving with the aim of fostering students' interest in a subject, while acquiring knowledge and improving their skills. Among the new teaching methods that are emerging, gamification or game-based learning is having great success, since it is a technique that seeks the concentration, motivation and effort of the students. This article is framed in a teaching innovation project aims to put into practice through a digital escape room in the subject Managerial Skills in the Degree of Business and Administration. The escape room is a technique based on the development of mental abilities to solve enigmas and problems in a way that puts creativity and critical thinking into play. Results are controlled on the final marks, and the degree of satisfaction of students, improving in the process their personal communication skills, their ability to work in a team and their ability to solve problems.
Keywords:
Digital Tools, Escape Room, European Higher Education Area, Gamification.