Fostering critical thinking and motivation through digital escape rooms: preliminary observations
- Stephens de Jonge, Julie 1
- Labrador, Belén 2
- 1 University of Central Missouri, Warrensburg, Missouri, United States
- 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
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