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THE GAME IS ON: DON QUIXOTE IN THE CAVE
University of North Florida (UNITED STATES)
About this paper:
Appears in: INTED2022 Proceedings
Publication year: 2022
Page: 8037 (abstract only)
ISBN: 978-84-09-37758-9
ISSN: 2340-1079
doi: 10.21125/inted.2022.2022
Conference name: 16th International Technology, Education and Development Conference
Dates: 7-8 March, 2022
Location: Online Conference
Abstract:
“The Game is On: Don Quixote in the Cave” is a student collaborative project that examines Cervantes’s experimentation with the formal and thematic possibilities of Erasmian folly in the second part of Don Quixote, particularly in the chapters related to the adventure in Montesinos’s Cave (chapters 22 and 23). A combination of traditional methods such as ‘close reading’ and computational text analysis was used to examine the thematic and aesthetic ramifications of Erasmian folly in the second part of “Don Quixote. For maximum dissemination and accessibility, our conclusions constitute the theoretical grounds of a gamified learning experience (a virtual immersive escape room), which was key to increasing the students’ agency in their learning process and fostering a wide range of 21st- century skills such as critical, creative thinking, collaboration, communication, and media literacy. ”The escape room follows Mayer’s Principles of Multimedia Instructional Design and some of the accessibility standards developed by the World Wide Web Consortium (W3C).
Keywords:
Gamification, Don Quixote, Pedagogical Innovation.