Abstract

The importance of ludic activities alongside educational activities for the involvement of students has nowadays been established. Among the most popular and loved games among today’s youths, there is certainly the one known as the escape room. This article describes an escape room organized at the department level, thus involving students of the various engineering degree courses, with the aim of making them appropriate their own spaces in the university structures and stimulating organization skills and teamwork attitudes. The event was also an opportunity for students to explore some of the topics covered in their own course of study and, above all, to learn about topics studied in other degree courses of the department. In this paper it is described how the event was organized and what objectives were achieved. The results are quite good and they encourage the organization of other events that exploit gamification for educational purposes.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call