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Digital Resources and Escape Rooms: Innovative Strategies That Improve Motivation

Title: Digital Resources and Escape Rooms: Innovative Strategies That Improve Motivation
Language: English
Authors: Maria Valentina Toral Murillo; Melissa Fernandez Torres (ORCID 0009-0001-4080-958X); Karen Itzel Mexicano Muro (ORCID 0009-0006-7023-0524); Elvira Rodriguez Flores (ORCID 0000-0001-9258-8486)
Source: Journal of Education and e-Learning Research. 2025 12(3):429-438.
Availability: Asian Online Journal Publishing Group. 244 Fifth Avenue Suite D42, New York, NY 10001. Fax: 212-591-6094; e-mail: info@asianonlinejournals.com; Web site: http://www.asianonlinejournals.com
Peer Reviewed: Y
Page Count: 10
Publication Date: 2025
Document Type: Journal Articles; Reports - Research
Education Level: Higher Education; Postsecondary Education
Descriptors: Foreign Countries; Medical Students; Nursing Students; Student Motivation; Gamification; Technology Uses in Education; Educational Technology; Educational Games; Game Based Learning; Problem Solving; Teaching Methods; Electronic Learning
Geographic Terms: Mexico
ISSN: 2518-0169; 2410-9991
Abstract: Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is to determine the correlation of motivation in medical students using the Sectra Table digital tool versus nursing students who implemented escape rooms in anatomy sessions. This study was carried out at the Universidad Autónoma de Guadalajara. It is a cross-sectional study using a descriptive analysis technique for comparing samples. With a convenience sample of 72 students from the medicine and nursing program, subjecting medicine students to Sectra Table learning and nursing students to escape rooms determining the level of motivation using the RIMMS questionnaire with an alpha greater than 0.81 for all constructs having as independent variables, confidence, attention, relevance and satisfaction. We performed a statistical analysis by a two-sample comparison model. Obtaining that "escape room" presented higher levels of motivation and with a p-value of 0.0000 satisfaction presented greater motivation levels. Gamification prepares today's society and helps them acquire professional skills that prepare them for life.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1483688
Database: ERIC