Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study

Detalhes bibliográficos
Autor(a) principal: Pais, Sonia
Data de Publicação: 2023
Outros Autores: Sousa, Ana, Pires, Ana
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.8/8904
Resumo: Mathematics is one of the school subjects where demotivation, dislike and failure are frequent concerns. To address this, it is important to actively engage students in the classroom and employ resources that make math classes more appealing and captivating, leading to meaningful learning experiences. Active, cooperative, and participative learning methods should be prioritized over traditional didactic teaching and the mere transmission of knowledge. Active learning methods offer alternative approaches to the conventional lecture format, actively involving students in the learning process. The concept of an escape room, a gaming experience where participants must solve challenges to escape from a locked room, has gained popularity in educational contexts. The educational escape room is an extension of this concept, aiming to promote real-time problem-solving, teamwork, and discovery of clues and mysteries to facilitate active learning. By engaging in various tasks within a room, students work together in teams, fostering an active learning environment. The educational escape room offers several benefits, including the enhancement of problem-solving skills, student performance, and motivation. By incorporating gamification strategies into teaching and learning processes, this approach proves to be an effective way of promoting active learning in mathematics. In this paper, we present a case study that explores the use of an educational escape room with first-year undergraduate students from a Portuguese higher education institution, with the goal of improving their mathematical problem-solving skills. The study aims to evaluate how escape rooms can contribute to increased student motivation. To assess the perception of students regarding this escape room methodology, a quantitative survey was conducted. The findings indicate that using the escape room as an educational approach effectively increased student interest and improved learning outcomes in mathematics.
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spelling Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case studyHigher educationEducational escape roomsMathematics educationGame-Based learningActive learningProblem solvingSoft skillsMathematics is one of the school subjects where demotivation, dislike and failure are frequent concerns. To address this, it is important to actively engage students in the classroom and employ resources that make math classes more appealing and captivating, leading to meaningful learning experiences. Active, cooperative, and participative learning methods should be prioritized over traditional didactic teaching and the mere transmission of knowledge. Active learning methods offer alternative approaches to the conventional lecture format, actively involving students in the learning process. The concept of an escape room, a gaming experience where participants must solve challenges to escape from a locked room, has gained popularity in educational contexts. The educational escape room is an extension of this concept, aiming to promote real-time problem-solving, teamwork, and discovery of clues and mysteries to facilitate active learning. By engaging in various tasks within a room, students work together in teams, fostering an active learning environment. The educational escape room offers several benefits, including the enhancement of problem-solving skills, student performance, and motivation. By incorporating gamification strategies into teaching and learning processes, this approach proves to be an effective way of promoting active learning in mathematics. In this paper, we present a case study that explores the use of an educational escape room with first-year undergraduate students from a Portuguese higher education institution, with the goal of improving their mathematical problem-solving skills. The study aims to evaluate how escape rooms can contribute to increased student motivation. To assess the perception of students regarding this escape room methodology, a quantitative survey was conducted. The findings indicate that using the escape room as an educational approach effectively increased student interest and improved learning outcomes in mathematics.The Knowledge Management Education HubIC-OnlinePais, SoniaSousa, AnaPires, Ana2023-11-09T19:48:14Z20232023-01-01T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10400.8/8904engPais, S., Sousa, A., & Pires, A. (2023, Oct. 5th-6th). Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study. Proceedings of the 17th European Conference on Games Based Learning, ECGBL 2023.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-09-26T18:26:47Zoai:iconline.ipleiria.pt:10400.8/8904Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-09-26T18:26:47Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
title Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
spellingShingle Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
Pais, Sonia
Higher education
Educational escape rooms
Mathematics education
Game-Based learning
Active learning
Problem solving
Soft skills
title_short Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
title_full Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
title_fullStr Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
title_full_unstemmed Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
title_sort Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
author Pais, Sonia
author_facet Pais, Sonia
Sousa, Ana
Pires, Ana
author_role author
author2 Sousa, Ana
Pires, Ana
author2_role author
author
dc.contributor.none.fl_str_mv IC-Online
dc.contributor.author.fl_str_mv Pais, Sonia
Sousa, Ana
Pires, Ana
dc.subject.por.fl_str_mv Higher education
Educational escape rooms
Mathematics education
Game-Based learning
Active learning
Problem solving
Soft skills
topic Higher education
Educational escape rooms
Mathematics education
Game-Based learning
Active learning
Problem solving
Soft skills
description Mathematics is one of the school subjects where demotivation, dislike and failure are frequent concerns. To address this, it is important to actively engage students in the classroom and employ resources that make math classes more appealing and captivating, leading to meaningful learning experiences. Active, cooperative, and participative learning methods should be prioritized over traditional didactic teaching and the mere transmission of knowledge. Active learning methods offer alternative approaches to the conventional lecture format, actively involving students in the learning process. The concept of an escape room, a gaming experience where participants must solve challenges to escape from a locked room, has gained popularity in educational contexts. The educational escape room is an extension of this concept, aiming to promote real-time problem-solving, teamwork, and discovery of clues and mysteries to facilitate active learning. By engaging in various tasks within a room, students work together in teams, fostering an active learning environment. The educational escape room offers several benefits, including the enhancement of problem-solving skills, student performance, and motivation. By incorporating gamification strategies into teaching and learning processes, this approach proves to be an effective way of promoting active learning in mathematics. In this paper, we present a case study that explores the use of an educational escape room with first-year undergraduate students from a Portuguese higher education institution, with the goal of improving their mathematical problem-solving skills. The study aims to evaluate how escape rooms can contribute to increased student motivation. To assess the perception of students regarding this escape room methodology, a quantitative survey was conducted. The findings indicate that using the escape room as an educational approach effectively increased student interest and improved learning outcomes in mathematics.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-09T19:48:14Z
2023
2023-01-01T00:00:00Z
dc.type.driver.fl_str_mv conference object
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.8/8904
url http://hdl.handle.net/10400.8/8904
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Pais, S., Sousa, A., & Pires, A. (2023, Oct. 5th-6th). Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study. Proceedings of the 17th European Conference on Games Based Learning, ECGBL 2023.
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv The Knowledge Management Education Hub
publisher.none.fl_str_mv The Knowledge Management Education Hub
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv mluisa.alvim@gmail.com
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