La habitación de escape como estrategia en la resolución de problemas

  1. García-Tudela, Pedro Antonio 1
  2. González-Calatayud, Víctor 2
  3. Serrano-Sánchez, José Luis 1
  1. 1 Universidad de Murcia
    info

    Universidad de Murcia

    Murcia, España

    ROR https://ror.org/03p3aeb86

  2. 2 Universidad Miguel Hernández de Elche
    info

    Universidad Miguel Hernández de Elche

    Elche, España

    ROR https://ror.org/01azzms13

Revue:
REDU: Revista de Docencia Universitaria

ISSN: 1696-1412 1887-4592

Année de publication: 2020

Volumen: 18

Número: 2

Type: Article

DOI: 10.4995/REDU.2020.13573 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

D'autres publications dans: REDU: Revista de Docencia Universitaria

Résumé

The aim of this research is to know the strategies that 128 university students use to solve problems in teamwork while participating in an educational escape room. In this immersive game, the participants had to solve problems in a specific time and in a themed room. The research problem is if this didactic learning strategy based on game promotes/ facilitates the development of an essential competence: problem solving. This study uses an ad hoc questionnaire with a Likert scale to collect the information. The results shows that the students used group discussion as the main problem-solving strategy, ahead of searching for information on the Internet and the help of the teacher. These discussions allowed them to clarify and review content of the subjects. Women showed a greater commitment to activity, while men showed more stress caused by the time limit to solve problems. In conclusion, the educational escape room promoted problem solving in active environments where teams conducted discussions. We recommend this didactic strategy to improve the transfer of learning, promote self-assessment and increase student engagement. In future studies, this strategy should be analyzed from a mixed approach, paying attention to the configuration of the equipment and the resources used as variables that can influence the experience and learning of students.

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