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Unlocking Animal Farm: Escape rooms as pedagogical tools for the teaching of literature in higher education
dc.contributor.author | Martínez-Hernández, Ana-Isabel | |
dc.contributor.author | Bellés-Calvera, Lucía | |
dc.date.accessioned | 2022-07-18T11:52:03Z | |
dc.date.available | 2022-07-18T11:52:03Z | |
dc.date.issued | 2021 | |
dc.identifier.citation | 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. | ca_CA |
dc.identifier.isbn | 978-84-1377-640-8 | |
dc.identifier.uri | http://hdl.handle.net/10234/198468 | |
dc.description.abstract | 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). | ca_CA |
dc.format.extent | 32 p. | ca_CA |
dc.format.mimetype | application/pdf | ca_CA |
dc.language.iso | eng | ca_CA |
dc.publisher | Dykinson | ca_CA |
dc.relation.isPartOf | 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 978-84-1377-640-8 | ca_CA |
dc.rights | © 2021 de los textos: los autores © 2021 de la presente edición: Dykinson S.L | ca_CA |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | ca_CA |
dc.subject | Open Educational Resources (OERs) | ca_CA |
dc.subject | game-based learning | ca_CA |
dc.subject | escape rooms | ca_CA |
dc.subject | gamification | ca_CA |
dc.subject | Animal Farm | |
dc.title | Unlocking Animal Farm: Escape rooms as pedagogical tools for the teaching of literature in higher education | ca_CA |
dc.type | info:eu-repo/semantics/bookPart | ca_CA |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | ca_CA |
dc.relation.publisherVersion | https://dialnet.unirioja.es/servlet/articulo?codigo=8265938 | ca_CA |
dc.type.version | info:eu-repo/semantics/publishedVersion | ca_CA |
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