Estrategias de pistas en escape rooms educativosun enfoque de minería de procesos

  1. Alexandra Santamaría Urbieta 1
  2. Sonsoles López-Pernas 2
  1. 1 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

  2. 2 University of Eastern Finland
    info

    University of Eastern Finland

    Kuopio, Finlandia

    ROR https://ror.org/00cyydd11

Aldizkaria:
Revista de educación

ISSN: 0034-8082

Argitalpen urtea: 2024

Zenbakien izenburua: Gamificación, Videojuegos y eSports

Zenbakia: 405

Orrialdeak: 13-38

Mota: Artikulua

DOI: 10.4438/1988-592X-RE-2024-405-626 DIALNET GOOGLE SCHOLAR lock_openSarbide irekia editor

Beste argitalpen batzuk: Revista de educación

Laburpena

Los escape rooms educativos se han convertido en una herramienta útil para los profesores que quieren implicar a sus alumnos y atraer su atención hacia los contenidos impartidos. Además, se ha descubierto que son valiosas para mejorar los resultados, las percepciones y el compromiso de los alumnos en la enseñanza superior. Aunque se ha prestado mucha atención a las opiniones de los estudiantes acerca de estas metodologías educativas, no se ha atendido a la importancia del proceso de diseño, y se ha investigado poco sobre la eficacia de las estrategias de pistas que se deben diseñar para optimizar las experiencias de los participantes y los resultados de aprendizaje. En este estudio, y a través de un enfoque de minería de procesos, se determinaron las estrategias de pistas de cuatro escape rooms educativos en línea implementados a nivel universitario. Los juegos se diseñaron con el software Escape que permite a los investigadores recopilar los datos de registro de las pistas de los estudiantes durante el juego. Con estos datos, calculamos estadísticas descriptivas para cada escape room, investigamos la relación entre las pistas y el desempeño en el escape room y, para tener en cuenta el aspecto temporal de las acciones de los estudiantes, empleamos la técnica de minería de procesos con el objetivo de investigar las transiciones entre acciones y el papel de las pistas a la hora de ayudar a los estudiantes a resolver los desafíos. Los resultados muestran que, en general, el uso de pistas fue escaso y que los participantes confiaron más en sus propias habilidades para resolver problemas. Sin embargo, hubo casos en los que se solicitaron pistas y esto se relacionó con una mayor duración del juego y un mayor número de intentos fallidos. En conclusión, el presente estudio aborda una laguna en la bibliografía existente que pone de relieve, tras nuestro análisis, la necesidad de considerar cuidadosamente el diseño de las pistas y las estrategias de diseño del juego.

Erreferentzia bibliografikoak

  • Abdul Rahim, A. S., Abd Wahab, M. S., Ali, A. A., & Hanafiah, N. H. M. (2022). Educational escape rooms in pharmacy education: A narrative review. Pharmacy Education, 22(1), 540–557. https://doi. org/10.46542/pe.2022.221.540557
  • Adams, V., Burger, S., Crawford, K., & Setter, R. (2018). Can You Escape? Creating an Escape Room to Facilitate Active Learning. Journal for Nurses in Professional Development, 34, E1–E5. https://doi. org/10.1097/NND.0000000000000433
  • Bogarín, A., Cerezo, R., & Romero, C. (2018). A survey on educational process mining. Wiley Interdisciplinary Reviews: Data Mining and Knowledge Discovery, 8(1), e1230. https://doi.org/10.1002/ widm.1230
  • Caballero-Hernández, J.A., Palomo-Duarte, M., Dodero, J. M., & Gaševic, D. (2023). Supporting Skill Assessment in Learning Experiences Based on Serious Games Through Process Mining Techniques, International Journal of Interactive Multimedia and Artificial Intelligence, http:// dx.doi.org/10.9781/ijimai.2023.05.002
  • Chang, C., Chung, M., & Yang, J. C. (2021). Facilitating nursing students' skill training in distance education via online game-based learning with the watch-summarize-question approach during the COVID-19 pandemic: A quasi-experimental study. Nurse Education Today, 109, 105256. https://doi.org/10.1016/j.nedt.2021.105256
  • Clarke, S., Peel, D., Arnab, S., Morini, L., Keegan, H., & Wood, O. (2017). EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. International Journal of Serious Games, 4(3), 73-86. https://dx.doi.org/10.17083/ ijsg.v4i3.180
  • Cohen, J. (1988). Statistical Power Analysis for the Behavioral Sciences. Routledge. NY, USA. https://doi.org/10.4324/9780203771587
  • Ghazal, M.A., Ibrahim, O., & Salama, M.A. (2017). Educational Process Mining: A Systematic Literature Review, 2017 European Conference on Electrical Engineering and Computer Science (EECS). https://doi. org/10.1109/EECS.2017.45
  • Gómez, M. J., Ruipérez-Valiente, J. A., Martínez, P. A., & Y. J. Kim (2021a). Applying learning analytics to detect sequences of actions and common errors in a geometry game. Sensors, 21(4), 1025. https://doi. org/10.3390/s21041025
  • Gómez, M. J., Ruipérez-Valiente, J. A., Martínez, P. A., & Y. J. Kim (2021b). Exploring the Affordances of Sequence Mining in Educational Games. Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'20). Association for Computing Machinery, New York, NY, USA, 648–654. https://doi. org/10.1145/3434780.3436562
  • Gordillo, A., López-Fernández, D., López-Pernas, S., & Quemada, J. (2020). Evaluating an educational escape room conducted remotely for teaching software engineering. IEEE. 8, 225032–225051. https:// doi.org/10.1109/ACCESS.2020.3044380
  • Janssenswillen, G., Depaire, B., Swennen, M., Jans, M. J., & Vanhoof, K. (2019). bupaR: Enabling Reproducible Business Process Analysis. Knowledge-Based Systems, Vol. 163, p. 1857. https://doi.org/10.1016/j. knosys.2018.10.018
  • López-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2019a). Analyzing Learning Effectiveness and Students’ Perceptions of an Educational Escape Room in a Programming Course in Higher Education. IEEE Access. 7, 184221–184234. https://doi.org/10.1109/ ACCESS.2019.2960312
  • López-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2019b). Examining the Use of an Educational Escape Room for Teaching Programming in a Higher Education Setting, in IEEE Access, vol. 7, 31723-31737. https://doi.org/10.1109/ACCESS.2019.2902976
  • López-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2021). Escapp: A web platform for conducting educational escape rooms. IEEE Access. 7, 184221–184234. https://doi.org/10.1109/ACCESS.2019.2960312
  • López-Pernas, S., Saqr, M., Gordillo, A., & Barra, E. (2022) A learning analytics perspective on educational escape rooms, Interactive Learning Environments. https://doi.org/10.1080/10494820.2022.204 1045
  • Morrell, B. L. M., & Ball, H. M. (2020). Can You Escape Nursing School? Educational Escape Room in Nursing Education. Nursing Education Perspectives, 41(3), 197–198. https://doi.org/10.1097/01. NEP.000000000000044
  • Morrell, B. L. M., & Eukel, H. N. (2020). Escape The Generational Gap: A Cardiovascular Escape Room for Nursing Education. The Journal of Nursing Education, 59(2), 111–115. https://doi.org/10.3928/01484834- 20200122-11
  • Nicholson, S. (2015). Peeking behind the locked door: A survey of escape room facilities. http://scottnicholson.com/pubs/erfacwhite.pdf
  • Nikitin, K. (2020). Educational Game Analysis Using Intention and Process Mining. Modeling and Analysis of Complex Systems and Processes - MACSPro’2020, October 22–24, 2020, Venice, Italy & Moscow, Russia.
  • Pechenizkiy, M., Trcka, N., Vasilyeva, E., van de Aalst, W., & De Bra, Paul. (2009). Process Mining Online Assessment Data. International Working Group on Educational Data Mining; International Working Group on Educational Data Mining. Available from: International Educational Data Mining Society (EDM).
  • Romero, C., Cerezo, R., Bogarín, A., & Sánchez-Santillán, M. (2016). Educational Process Mining. In S. ElAtia, D. Ipperciel & O.R. Zaïane (eds.), Data Mining and Learning Analytics. https://doi. org/10.1002/9781118998205.ch1
  • Sánchez-Martín, J., Corrales-Serrano, M., Luque-Sendra, A., & Zamora- Polo, F. (2020). Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach. Heliyon, 6(7), e04340. https://doi.org/10.1016/j.heliyon.2020.e04340
  • Santamaría Urbieta, A., & Alcalde Peñalver, E. (2019). Escaping from the English Classroom. Who will get out first?, Aloma Revista de Psicologia, Ciències de l’Eduació i de l’Esport, 37(2), 83-92. https:// doi.org/10.51698/aloma.2019.37.2.83-92
  • Schaedler Uhlmann, T., Alves Portela Santos, E., & Mendes, L.A. (2018). Process Mining Applied to Player Interaction and Decision Taking Analysis in Educational Remote Games. In: Auer, M., Langmann, R. (eds) Smart Industry & Smart Education. REV 2018. Lecture Notes in Networks and Systems, vol 47. Springer, Cham. https://doi. org/10.1007/978-3-319-95678-7_47
  • Spira, D. (2017). A Quick History of Escape Rooms. Room Escape Artist. https://roomescapeartist.com/2017/01/15/a-quick-history-of-escaperooms/
  • Sweta, S. (2021). Modern Approach to Educational Data Mining and Its Applications. Springer Nature.
  • Tay, J., Goh, Y. M., Safiena, S., & Bound, H. (2022). Designing digital game-based learning for professional upskilling: A systematic literature review. Computers & Education, 184, 104518. https://doi. org/10.1016/j.compedu.2022.104518
  • Vartiainen, H., López-Pernas, S., Saqr, M., Kahila, J., Parkki, T., Tedre, M., & Valtonen, T. (2022). Mapping students’ temporal pathways in a computational thinking escape room. Proceedings of the Finnish Learning Analytics and Artificial Intelligence in Education Conference (FLAIEC22) (pp. 77–88). CEUR.
  • Veldkamp, A., Daemen, J., Teekens, S., Koelewijn, S., Knippels, M.-C.P.J., & van Joolingen, W.R. (2020a), Escape boxes: Bringing escape room experience into the classroom. Br J Educ Technol, 51, 1220-1239. https://doi.org/10.1111/bjet.12935
  • Veldkamp, A., van de Grint, L., Knippels, M.-C.P.J., & van Joolingen, W.R. (2020b). Escape Education: A Systematic Review on Escape Rooms in Education, Educational Research Review, 31. https://doi. org/10.1016/j.edurev.2020.100364
  • van der Aalst, W. et al. (2012). Process Mining Manifesto. In: Daniel, F., Barkaoui, K., Dustdar, S. (eds) Business Process Management Workshops. BPM 2011. Lecture Notes in Business Information Processing, vol 99. Springer, Berlin, Heidelberg. https://doi. org/10.1007/978-3-642-28108-2_19
  • von Kotzebue, L., Zumbach, J., & Brandlmayr, A. (2022). Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education. Multimodal Technologies and Interaction, 6(2), 8. https:// doi.org/10.3390/mti6020008
  • Wang, L., Chen, B., Hwang, G., Guan, J., & Wang, Y. (2022). Effects of digital game-based STEM education on students’ learning achievement: A meta-analysis. International Journal of STEM Education, 9(1), 1-13. https://doi.org/10.1186/s40594-022-00344-0