Fostering critical thinking and motivation through digital escape rooms: preliminary observations

  1. Stephens de Jonge, Julie 1
  2. Labrador, Belén 2
  1. 1 University of Central Missouri, Warrensburg, Missouri, United States
  2. 2 University of León, León, Spain
Libro:
Virtual exchange and 21st century teacher education: short papers from the 2019 EVALUATE conference

ISBN: 978-2-490057-80-1

Año de publicación: 2020

Páginas: 157-164

Tipo: Capítulo de Libro

DOI: 10.14705/RPNET.2020.46.1141 GOOGLE SCHOLAR lock_openAcceso abierto editor

Objetivos de desarrollo sostenible

Referencias bibliográficas

  • 10.17083/ijsg.v4i3.180
  • 10.1080/1937156x.2020.1760749
  • Fuchs, (2012), Language Learning & Technology, 16, pp. 82
  • Gee, J. P. (2007). What video games have to teach us about learning and literacy. Palgrave Macmillan.
  • 10.3828/ejlp.2019.12
  • 10.4324/9781315447124-7
  • 10.1002/tesq.543
  • Pappas, C. (2014). (Ed.). Free eBook - how gamification reshapes learning. http://stowarzyszeniestop.pl/eprocessinelearning/en/wp-content/uploads/sites/2/2016/12/Gamification-reshaping-e-Learning.pdf
  • Pelling, N. (2011, August 9). The (short) prehistory of “gamification”… Funding startups (& other impossibilities). https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/
  • Prensky, M. (2001). Fun, play and games: what makes games engaging (chapter 5). Digital Game-based Learning, 1-31. https://marcprensky.com/writing/Prensky%20-%20Digital%20Game-Based%20Learning-Ch5.pdf