Abstract
In the era of digital education, it makes sense to create and apply new educational tools that helps educators to keep student's attention and encourage their participation, so immersive experiences are more often common. An escape Game (or escape room) is a gamification strategy in the teaching-learning process in an educational context. This paper aims to prove the positive results by the implementation of this practice, that was carried out in two higher digital education courses at Tecnologico de Monterrey under collaborative (synchronous) and individual (asynchronous) modality with the goal to improve the learning process and experience of students in digital education courses through the gamification strategy of Escape Room.
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Aguirre Acosta, A. C., & Espinola Carballo, G. (2022). The Use of Immersive Tools in Higher Education: Escape Rooms. In ACM International Conference Proceeding Series (pp. 75–80). Association for Computing Machinery. https://doi.org/10.1145/3578837.3578848
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