Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach

Heliyon. 2020 Jul 7;6(7):e04340. doi: 10.1016/j.heliyon.2020.e04340. eCollection 2020 Jul.

Abstract

There is a growing tendency to incorporate gamification activities with the aim of improving student's motivation in science, technology, engineering and mathematics (STEM) courses. One of the strategies to apply gamification in the classroom is the use of the escape room. In this work different experiences of escape room in the context of formal university education are analysed. The analysis of students' opinions shows that such activities are well received regardless of background (engineering or education) or gender. The emotions that arise from the experience are mostly positive and the students state that they have developed both specific and transversal competencies. Finally, practical considerations are proposed based on the lessons learned from the developed experiences.

Keywords: Academic motivation; Education; Engineering Education; Escape room; Gamification; Higher education; STEM Education; Science education.