DIGITAL LIBRARY
LET'S ESCAPE! THE USE OF A DIGITAL ESCAPE ROOM TO INCREASE STUDENT´S MOTIVATION AND LEARNING ON KINEMATICS CONCEPTS
Universidad Politécnica de Madrid (SPAIN)
About this paper:
Appears in: INTED2023 Proceedings
Publication year: 2023
Page: 715 (abstract only)
ISBN: 978-84-09-49026-4
ISSN: 2340-1079
doi: 10.21125/inted.2023.0236
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
This paper reports the effect of the use of two digital escape rooms on the student´s motivation and learning on kinematics and circular motion, in a playful way, at the Universidad Politécnica de Madrid.

Professors included gamification as an additional voluntary activity to the Physics Course of Biotechnology Degree. The escape rooms were designed for individual players because the purpose was to allow students learn a theme in a funny way, acquiring skills and solving challenges and problems in a given time. To escape from the Physics Laboratory, students must solve ten challenges/puzzles or tasks, different small problems of the theme, and similar problems to the ones proposed in exams.

Kinematics and Circular motion escape rooms were designed to allow students to learn while they are playing and, once they escaped, they had to answer a ten-questions questionnaire to give proper feedback to the professors.

The student´s learning, motivation and other items were measured using a five-point scale. From the results, both digital escape room increased student´s motivation and consolidated knowledge of these topics as well as developed some skills such as teamwork and work under pressure, and, in general, favouring the process of learning

Students considered the escape rooms a motivating way to acquire knowledge and consolidate concepts, appreciated the time dedicated by professors to design the games and encouraged them to create escape rooms for the following topics.
Keywords:
Gamification, Escape Rooms, Physics, Kinematics.