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dc.contributor.authorGonzález-Yubero, Sara
dc.contributor.authorMauri, Marta
dc.contributor.authorPalomera Martín, Raquel 
dc.contributor.authorCardoso, María Jesús
dc.contributor.otherUniversidad de Cantabriaes_ES
dc.date.accessioned2024-02-26T13:10:43Z
dc.date.available2024-02-26T13:10:43Z
dc.date.issued2023
dc.identifier.issn2071-1050
dc.identifier.urihttps://hdl.handle.net/10902/31914
dc.description.abstract(1) Background. One of the most innovative gamification techniques emerging in the current educational context is the escape room, whose implementation aims to promote student motivation and learning. A review of the literature shows that many of the previous works lack a solid theoretical basis when it comes to explaining the motivational effects associated with student participation in this experience. Therefore, the aim of this study is to analyze the relationship between gamification and motivation and identify which dimensions of gamification experience?through an educational escape room?better predict students? motivation, based on the framework of self-determination theory. (2) Methods. This research develops a quantitative and correlational methodology. A total of 135 first-year university students participated. (3) Results. The results of the regression models showed that creative thinking, activation, and dominance predicted intrinsic motivation toward knowledge, achievement, and stimulating experiences. Likewise, a higher level of negative affect was predictive of amotivation and external regulation motivation in students. (4) Conclusions. These findings provide new empirical evidence that could guide the design of educational experiences through escape rooms in the context of higher educationes_ES
dc.description.sponsorshipThis research was funded by the European project TENACITY-ACADEMIC THIRD MISSION: community engagement for a knowledge-based society 2021-1-IT02-KA220-HED-000032042es_ES
dc.format.extent12 p.es_ES
dc.language.isoenges_ES
dc.rightsAttribution 4.0 International © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) licensees_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.sourceSustainability, 2023,15, 13001es_ES
dc.subject.otherGamificationes_ES
dc.subject.otherEducational escape roomes_ES
dc.subject.otherMotivationes_ES
dc.subject.otherLearninges_ES
dc.subject.otherHigher educationes_ES
dc.titleLearning through challenges and enigmas: educational escape room as a predictive experience of motivation in university studentses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsopenAccesses_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/EC/ERASMUS+/2021-1-IT02-KA220-HED-000032042/EU/ACADEMIC THIRD MISSION: comuniTy Engagement for a kNowledge bAsed soCIeTY/TENACITY/
dc.identifier.DOI10.3390/su151713001
dc.type.versionpublishedVersiones_ES


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Attribution 4.0 International © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) licenseExcepto si se señala otra cosa, la licencia del ítem se describe como Attribution 4.0 International © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license