Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.12188/8200
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dc.contributor.authorGeorgina Dimovaen_US
dc.contributor.authorMaja Videnoviken_US
dc.contributor.authorVladimir Trajkoviken_US
dc.date.accessioned2020-05-21T06:30:41Z-
dc.date.available2020-05-21T06:30:41Z-
dc.date.issued2020-05-08-
dc.identifier.urihttp://hdl.handle.net/20.500.12188/8200-
dc.description.abstractThis paper presents the process of creating and implementing a large-scale experiment that involves students from more than 10 primary schools using the escape room style educational game in the classroom. The potential benefits and issues related to using technology in integrating this kind of games in education are explored and elaborated in the paper. An escape room is a game played by a team of people. They have to 'escape' from a room filled with challenges within a given time limit. In order to succeed, the players must solve the challenges using different hints and strategies. If these challenges incorporate education materials, students will have to master these materials, which will enhance their learning and increase their engagement.en_US
dc.language.isoenen_US
dc.publisherSs. Cyril and Methodius University in Skopje, Faculty of Computer Science and Engineering, Republic of North Macedoniaen_US
dc.relation.ispartofseriesCIIT 2020 full papers;22-
dc.titleUsing Educational Escape Room to Increase Students’ Engagement in Learning Computer Scienceen_US
dc.typeProceeding articleen_US
dc.relation.conference17th International Conference on Informatics and Information Technologies - CIIT 2020en_US
item.grantfulltextopen-
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Appears in Collections:International Conference on Informatics and Information Technologies
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