Inicio  /  Information  /  Vol: 13 Par: 10 (2022)  /  Artículo
ARTÍCULO
TITULO

Educational Digital Escape Rooms Footprint on Students? Feelings: A Case Study within Aerospace Engineering

Luis M. Sánchez-Ruiz    
Salvador López-Alfonso    
Santiago Moll-López    
José Antonio Moraño-Fernández and Erika Vega-Fleitas    

Resumen

The introduction of game-based learning techniques has significantly swayed learning, motivation, and information processing in both traditional and digital learning environments. This paper studies the footprint that the implementation of ten short-duration digital escape rooms has had on the creation of an environment of positive emotions in the educational field. The digital escape rooms were created by employing the Genial.ly platform and RPG Maker MZ software. A feelings/satisfaction questionnaire has been conducted to study what emotions students have experienced, as well as the students? opinions about essential elements of digital escape rooms, to study whether positive feelings predominate in the performance of these activities. Results show a high incidence of positive emotions, and a very favorable opinion on the tools employed and the positive feelings on the acquisition of knowledge and skills.