Using an escape room activity to enhance the motivation of undergraduate life science students in mathematics classes: A case study
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | , |
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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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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1817547296413319168 |