Digital educational escape game design for STEM higher education
Datos Bibliográficos
| ID | 22166167 |
|---|---|
| Autores | Melissa Gruber (Karlsruhe University of Education, autor de correspondencia), Stefanie Faßbender (Karlsruhe University of Education) |
| Año | 2025 |
| Volumen | 10 |
| Fecha de publicación | 2025-03-11 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Frontiers in Education (JOURNAL) |
| Identificadores de la revista | ISSN: 2504-284X • E-ISSN: 2504-284X |
| Editorial | Frontiers Media SA (PUBLISHER • CH) |
| DOI | 10.3389/feduc.2025.1497291 |
| OpenAlex | W4408314349 |
| Idioma | EN |
| Citas recibidas | 2 |
| Referencias citadas | 48 |
In higher education, lecturers experience difficulties motivating their students. Within the scope of this project, learning outcomes are intended to be enhanced by an innovative teaching and learning method: digital educational escape games. Exploring the design of digital escape games as a modern and constructivist approach to enhance teaching and learning in STEM (science, technology, engineering, mathematics) higher education, this paper outlines evidence-based research based on semi-structured expert interviews and qualitative content analysis. Experts’ insights into these thematic areas provide valuable perspectives on how digital escape games can effectively contribute to the teaching and learning experience in STEM disciplines. The results show expert opinions regarding key didactic aspects like the integration of educational content and learning processes into game design. It was found that the didactic and educational aspects of a game are inextricably linked and cannot be separated. In order to create an effective educational game, it is essential to establish the learning objective as the foundation for the game’s narrative. In addition to the consensus on the integration of didactics and games, there were also aspects on which educators and learners held opposing views. Hence, controversially discussed game design elements need to be subject of further research
Educational game · Game design · Human–computer interaction · Mathematics education · Multimedia · Computer Science · Educational Games and Gamification · Online Learning and Analytics · Psychology · Virtual Reality Applications and Impacts
Hybrid, flexibel und vernetzt?
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Die Integration qualitativer und quantitativer Methoden in der empirischen Sozialforschung
Forschungsmethoden und Evaluation in den Sozial- und Humanwissenschaften
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Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning
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| Obras citantes distintas | 2 |
|---|---|
| Citas por año | 2 |
| Intervalo de citas | 2025 - 2026 (2) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 2 |