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
Llibre:
Virtual exchange and 21st century teacher education: short papers from the 2019 EVALUATE conference

ISBN: 978-2-490057-80-1

Any de publicació: 2020

Pàgines: 157-164

Tipus: Capítol de llibre

DOI: 10.14705/RPNET.2020.46.1141 GOOGLE SCHOLAR lock_openAccés obert editor

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  • 10.3828/ejlp.2019.12
  • 10.4324/9781315447124-7
  • 10.1002/tesq.543
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  • 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