An Interactive Escape Room That Increases the Digital Skills of the Physical Activity and Sport Science Students

An Interactive Escape Room That Increases the Digital Skills of the Physical Activity and Sport Science Students

Pablo Sotoca Orgaz, Marta Arévalo Baeza, Alexandra Santamaría Urbieta
Copyright: © 2023 |Pages: 24
DOI: 10.4018/978-1-6684-6081-8.ch009
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Abstract

This experience arises intending to increase the motivation of university students to contribute to devote more attention, time, and effort to the learning situations they experience. From this idea, the implementation of active methodologies aims to give students a leading role, providing them with new experiences that favour the understanding and consolidation of content and the development of skills and competencies in search of valuable and situated learning. Within these methodologies, the authors highlight some that resort to playful elements to improve the commitment to the different learning processes. This chapter presents perceptions and assessments of students after participating in a project to develop digital competencies based on gamification and having as the main element a hybrid escape room, with live and digital proposals set in the successful Spanish TV series “La Casa de Papel.”
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Background

The Bologna Declaration and the creation of the European Higher Education Area (EHEA) have led to a conceptual, methodological, and structural redefinition of the university environment (Fernández et al., 2018). In this sense, one of the fundamental changes lies in the pedagogical renewal (De Miguel, 2006), focusing its interest on the use of active methodologies that allow students to “actively seek meaning to the object of learning” (Ruiz-Martín, 2020, p.55). Some of the allies that favour this transformation are ICT because they multiply the possibilities of incorporating emerging methodological proposals (Fernández & Valverde, 2014; Sierra-Daza & Fernández-Sánchez, 2017).

Key Terms in this Chapter

Escape Room: Playful experience that occurs within a physical space where metacognitive tests must be solved to leave the room in a limited time. Some authors speak of BreakOut and digital Escape Room interchangeably in its digital version, something that does not occur in its analogue version. In the virtual world, it can be similar to graphic adventure video games, provided that the plot arises in a room and there is a certain time to get out of it. However, new educational trends resemble the resolution of digital puzzles that allow the opening of digital locks through passwords in a limited time.

La Casa Sin Papel: Name adapted from the original title of the international television series “Money Heist”. Despite the English translation, in Spanish, this fictional story is known as La Casa de Papel .

Serious Games: Any system that is a game and whose primary purpose is not fun, although it should always be implied. They have been designed for a specific purpose and are designed specifically for that purpose.

Professor: In the series, he is the person in charge of plotting the plan to pull off the big heist. In the project, he was represented by a voice that contacted the students by text, audio or telephone.

Break Out: Playful experience that focuses on solving riddles and metacognitive tests to open a series of locks that close a box, trying to open it before the time limit. Some authors speak of digital BreakOut and digital Escape Rooms interchangeably in their digital versions, something that does not occur in its analogue version.

Spin-Off: In the audiovisual world, works that arise from other existing works that focus on including more details or aspects different from the original are considered.

Hackear: It is an online tool of Spanish origin that allows generating visual and interactive content easily and quickly.

Bella Ciao: One of the representative songs of the Original Soundtrack of the series “La Casa de Papel”. The symbol of the people's revolution is the same that the hackers were looking for in this experience.

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