Unlocking Animal Farm: Escape rooms as pedagogical tools for the teaching of literature in higher education
comunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8035
comunitat-uji-handle3:10234/8640
comunitat-uji-handle4:
INVESTIGACIONMetadatos
Título
Unlocking Animal Farm: Escape rooms as pedagogical tools for the teaching of literature in higher educationFecha de publicación
2021Editor
DykinsonISBN
978-84-1377-640-8Cita bibliográfica
MARTÍNEZ-HERNÁNDEZ, Ana Isabel; BELLÉS-CALVERA, Lucía. Unlocking Animal Farm: Escape rooms as pedagogical tools for the teaching of literature in higher education. En Entornos virtuales para la educación en tiempos de pandemia: Perspectivas metodológicas. Dykinson, 2021. p. 230-258.Tipo de documento
info:eu-repo/semantics/bookPartVersión de la editorial
https://dialnet.unirioja.es/servlet/articulo?codigo=8265938Versión
info:eu-repo/semantics/publishedVersionPalabras clave / Materias
Resumen
Over the last years educators have tried to get students actively involved
in interactive activities through the incorporation of Open Educational
Resources (OERs) and technology-enhanced practices following a
ga ... [+]
Over the last years educators have tried to get students actively involved
in interactive activities through the incorporation of Open Educational
Resources (OERs) and technology-enhanced practices following a
game-based learning approach (Dichev, Dicheva & Irwin, 2020; Bellés-
Calvera, 2018; Clarke, Peel, Arnab, Morini, Keegan & Wood, 2017;
Rau, Kennedy, Oxtoby, Bollom, & Moore, 2017). Some of them have
addressed the design of customised gamified initiatives to boost learners
motivation (Dichev, Dicheva & Irwin, 2020), while others have
been devoted the development of writing, reading, speaking, and listening
abilities (Gharehblagh & Nasri, 2020; Sejdiu, 2017; González
Otero, 2016, Jalaluddin, 2016). For instance, the integration of Voki
within learning programmes has reported positive outcomes in English
pronunciation (Bellés-Calvera & Bellés-Fortuño, 2018a). Tools such as
Kahoot, Quizlet, Socrative and Bombay TV have also proven to be valuable
for the retention of vocabulary (Vurdien, 2020; Montaner-Villalba,
2018; Bellés-Fortuño & Martínez-Hernández, 2019; Bellés-Calvera
& Bellés-Fortuño, 2018b). Furthermore, such gamification tools
have shown higher student engagement in formative and summative assessments
(Ab. Rahman, Ahmad & Hashim, 2018). [-]
Publicado en
Entornos virtuales para la educación en tiempos de pandemia: Perspectivas metodológicas / coord. por Alba Vico-Bosch, Luisa Vega Caro, Olga Buzón-García. Dykinson: 2021. ISBN 978-84-1377-640-8Derechos de acceso
© 2021 de los textos: los autores
© 2021 de la presente edición: Dykinson S.L
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/openAccess
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/openAccess
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