Enter the serious e-scape room : a cost-effective serious game model for deep and meaningful e-learning
| datacite.relatedIdentifier.DOI | 10.1109/IISA.2019.8900673 | |
| datacite.relatedIdentifier.URI | https://ieeexplore.ieee.org/document/8900673/ | |
| datacite.rights | http://purl.org/coar/access_right/c_abf2 | el |
| dc.contributor.author | Mystakidis, Stylianos | |
| dc.contributor.author | Cachafeiro, Enrique | |
| dc.contributor.author | Hatzilygeroudis, Ioannis | |
| dc.contributor.other | Μυστακίδης, Στυλιανός | |
| dc.contributor.other | Κατσαφέιρο, Ενρίκε | |
| dc.contributor.other | Χατζηλυγερούδης, Ιωάννης | |
| dc.creator.orcid | https://orcid.org/0000-0002-9162-8340 | |
| dc.creator.scopus | https://www.scopus.com/authid/detail.uri?authorId=55547222700 | |
| dc.date.accessioned | 2021-10-18T10:23:35Z | |
| dc.date.available | 2021-10-18T10:23:35Z | |
| dc.date.copyright | 2019-07 | |
| dc.description.abstract | 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. | el |
| dc.identifier.uri | http://hdl.handle.net/10889/15371 | |
| dc.language.iso | en | el |
| dc.publisher | IEEE | el |
| dc.subject | Escape rooms | el |
| dc.subject | Virtual reality | el |
| dc.subject | Serious games | el |
| dc.subject | Deep and meaningful learning | el |
| dc.subject | Biology | el |
| dc.subject | Science education | el |
| dc.subject.alternative | Παιγνιώδης μάθηση | el |
| dc.subject.alternative | Παιχνίδια σοβαρού σκοπού | el |
| dc.subject.alternative | Βιολογία | el |
| dc.subject.alternative | Ουσιασικτή μάθηση | el |
| dc.subject.alternative | Εικονική πραγματικότητα | el |
| dc.subject.alternative | Παιχνίδια απόδρασης | el |
| dc.title | Enter the serious e-scape room : a cost-effective serious game model for deep and meaningful e-learning | el |
| dc.title.alternative | - | el |
| oaire.citationConferenceDate | 2019-07-15 | |
| oaire.citationConferencePlace | Patras | el |
| oaire.citationTitle | 10th International Conference on Information, Intelligence, Systems and Applications (IISA) | el |
| oaire.fundingReference.funderName | Ν/Α | el |
| oaire.licenseCondition | https://creativecommons.org/licenses/by/4.0/ | el |
| oaire.resourceType | http://purl.org/coar/resource_type/c_5794 | el |
| oaire.version | http://purl.org/coar/version/c_970fb48d4fbd8a85 | el |