Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning
Abstract
:1. Introduction
1.1. Gamification as a Learning Strategy
1.2. Escape Room as a Gamification Methodological Strategy
1.3. Development of the Training Experience
2. Materials and Methods
2.1. Aim of This Study
2.2. Study Sample
2.3. Instrument
- Enjoyment (6 items): measures the level of enjoyment of the participants in the activity carried out, with questions whether they liked playing or if they enjoyed doing it and such.
- Absorption (6 items): measures the level of evasion and sense of time of the participants during the performance of the gamified activity, with questions concerning consciousness while playing and time awareness.
- Creative thinking (4 items): measures the level of creativity of the participants during the gamified experience.
- Activation (4 items): measures the level of activity carried out by the participants in the gamified practice.
- Absence of a negative effect (3 items): measures the level of negativity of the participants in their emotions, as well as of frustration during the gamified activity.
- Dominance (4 items): measures the level of confidence of the participants during the development of the gamified experience.
2.4. Data Analyses
3. Results
3.1. Realiability Analysis
3.2. Descriptive Analyzes of Groups
3.3. Qualitative Analysis of the Experience
3.4.1. Motivation
“Thanks to the approach of the subject, I think I can achieve better results than I thought I could" (P.3). "I felt able to pass without difficulty in addition to assimilating the contents without having felt anxiety at any time during the process” (P.15).
3.4.2. Group Cohesion
“Another aspect that I have enjoyed the most was having to work with my colleagues” (P.21). “It has been interesting to have to collaborate to get some of the badges that otherwise I could not have achieved” (P.24).
3.4.3. Engagement
“These types of activities have made me want to get the best of myself, especially for my classmates” (P.16). “I could not miss class, I could not leave my classmates alone for activities” (P.6).
4. Discussion
5. Conclusions
6. Limitations and Future Lines of Research
- To check if the detected effects occur at lower educational levels.
- To include the social factor in the analysis of gamified experiences.
- To do an in-depth study of the information obtained qualitatively with these dimensions.
Author Contributions
Funding
Conflicts of Interest
References
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Groups | Total | Male | Female |
---|---|---|---|
Control group | 22 | 10 | 12 |
Experimental group 1 | 21 | 10 | 11 |
Experimental group 2 | 18 | 13 | 5 |
Factors | α | αL | CR | CRL | AVE | AVEL |
---|---|---|---|---|---|---|
Activation | 0.89 | >0.85 | 0.864 | >0.70 | 0.615 | >0.50 |
Absence of a negative effect | 0.88 | 0.890 | 0.650 |
Factors | EG1 | EG 2 | CG | |||
---|---|---|---|---|---|---|
Mean | σ | Mean | σ | Mean | σ | |
Activation | 4.11 | 0.73 | 4.12 | 0.62 | 2.19 | 0.66 |
Absence of a negative effect | 4.35 | 0.80 | 4.25 | 0.85 | 3.25 | 0.69 |
Factors | χ2 | p |
---|---|---|
Activation | 10.178 | 0.04 |
Absence of negative effect | 26.171 | 0.050 |
Categories | Definition | |
---|---|---|
Motivation | - Search for better results. | The use of this type of methodologies causes some effect on the motivation of students. |
- Intrinsic motivation/anxiety reduction. | ||
Group Cohesion | - Collaboration and communication with other colleagues. | Different social capacities can be developed through interaction and cohesion of group work. |
- Establishment of common objectives. | ||
Engagement | - Effects on activation and participation. | The use of badges has positive effects on students’ commitment to homework. |
- A higher level of commitment is required for tasks. |
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López-Belmonte, J.; Segura-Robles, A.; Fuentes-Cabrera, A.; Parra-González, M.E. Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning. Int. J. Environ. Res. Public Health 2020, 17, 2224. https://doi.org/10.3390/ijerph17072224
López-Belmonte J, Segura-Robles A, Fuentes-Cabrera A, Parra-González ME. Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning. International Journal of Environmental Research and Public Health. 2020; 17(7):2224. https://doi.org/10.3390/ijerph17072224
Chicago/Turabian StyleLópez-Belmonte, Jesús, Adrian Segura-Robles, Arturo Fuentes-Cabrera, and María Elena Parra-González. 2020. "Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning" International Journal of Environmental Research and Public Health 17, no. 7: 2224. https://doi.org/10.3390/ijerph17072224
APA StyleLópez-Belmonte, J., Segura-Robles, A., Fuentes-Cabrera, A., & Parra-González, M. E. (2020). Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning. International Journal of Environmental Research and Public Health, 17(7), 2224. https://doi.org/10.3390/ijerph17072224