A4 Artikkeli konferenssijulkaisussa
Enter the Serious E-scape Room : A Cost-Effective Serious Game Model for Deep and Meaningful E-learning (2019)
Mystakidis, S., Cachafeiro, E., & Hatzilygeroudis, I. (2019). Enter the Serious E-scape Room : A Cost-Effective Serious Game Model for Deep and Meaningful E-learning. In IISA 2019 : Proceedings of the 10th International Conference on Information, Intelligence, Systems and Applications. IEEE. https://doi.org/10.1109/IISA.2019.8900673
JYU-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Mystakidis, Stylianos; Cachafeiro, Enrique; Hatzilygeroudis, Ioannis
Emojulkaisu: IISA 2019 : Proceedings of the 10th International Conference on Information, Intelligence, Systems and Applications
Konferenssi:
- International Conference on Information, Intelligence, Systems and Applications
Konferenssin paikka ja aika: Patras, Greece, 15.-17.7.2019
ISBN: 978-1-72814-959-2
Julkaisuvuosi: 2019
Kustantaja: IEEE
Julkaisumaa: Yhdysvallat (USA)
Julkaisun kieli: englanti
DOI: https://doi.org/10.1109/IISA.2019.8900673
Julkaisun avoin saatavuus: Ei avoin
Julkaisukanavan avoin saatavuus:
Tiivistelmä
Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school. Pre-post test results recorded a 13.8% performance increase and high overall satisfaction. The game has been received enthusiastically by students, it increased their motivation and helped them build a deeper understanding of the learned concepts.
YSO-asiasanat: hyötypelit; oppimispelit; virtuaalitodellisuus; pakopelit
Vapaat asiasanat: escape room; virtual reality; serious games; deep and meaningful learning; biology
Liittyvät organisaatiot
OKM-raportointi: Kyllä
VIRTA-lähetysvuosi: 2019
JUFO-taso: 0