Combining Escape Rooms and Google Forms to Reinforce Python Programming Learning

Joe Llerena-Izquierdo, Loqui Larroza Sherry

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This research presents a gamification proposal using Escape Rooms as a strategy to reinforce learning in classes covering programming in Python, for students in their first years at the Universidad Politécnica Salesiana. The participants of the study, a population of 80 students from two classes from the computer engineering major, ages 17–21, are challenged to complete four different scenarios developed with Google Forms and incorporating videos, QR codes, and questions related to the Python programing language, with the goal of completing a sentence at the end of the four Escape Rooms, that leaves a mark of teamwork. An empirical–analytical methodology was used, with a quasi-experimental quantitative approach using the survey technique, with a confidence level of 95% and a margin of error of 2%. The results showed high levels of interest, attention, and anxiety while participating in the gamification activity. It was determined that 99% of participants would recommend this methodology for use in other classes to stimulate academic reinforcement, and 78% of participants stated that they discover new knowledge while completing the activity.

Original languageEnglish
Title of host publicationCommunication, Smart Technologies and Innovation for Society - Proceedings of CITIS 2021
EditorsÁlvaro Rocha, Paulo Carlos López-López, Juan Pablo Salgado-Guerrero
PublisherSpringer Science and Business Media Deutschland GmbH
Pages107-116
Number of pages10
ISBN (Print)9789811641251
DOIs
StatePublished - 2022
Event7th International Conference on Science, Technology and Innovation for Society, CITIS 2021 - Virtual, Online
Duration: 26 May 202128 May 2021

Publication series

NameSmart Innovation, Systems and Technologies
Volume252
ISSN (Print)2190-3018
ISSN (Electronic)2190-3026

Conference

Conference7th International Conference on Science, Technology and Innovation for Society, CITIS 2021
CityVirtual, Online
Period26/05/2128/05/21

Bibliographical note

Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

Keywords

  • Educational games
  • Escape Rooms
  • Game-based learning
  • Gamification

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