Academic literature on the topic 'Escape games'

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Journal articles on the topic "Escape games"

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Ditter, David, Isabel Rubner, Sarah Lukas, and David Weiser. "Science4Exit Project - Experimental Escape Games with Digital Enrichment in an Extracurricular Learning Venue." European Conference on Games Based Learning 17, no. 1 (2023): 154–61. http://dx.doi.org/10.34190/ecgbl.17.1.1620.

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Exit games, escape games or escape rooms are innovative formats for teaching chemistry and for learning and applying scientific content. In the project "Science4Exit" experimental escape games with digital enrichment are developed, tested and evaluated. They will be carried out in the teaching and learning laboratory of chemistry at the University of Education in Weingarten.
 One of the project's goals is to increase pupil’s motivation for science topics and interest in STEM subjects, as well as to improve the application of knowledge acquired in school. It also promotes 21st century skil
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Grande-de-Prado, Mario, Víctor Abella-García, Roberto Baelo-Álvarez, and Sheila García-Martín. "Pre-service teacher perceptions of the educational escape rooms." Journal of Technology and Science Education 15, no. 2 (2025): 543. https://doi.org/10.3926/jotse.3020.

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Using games as an educational strategy stimulates participation and collaboration, thereby impacting the development of competencies. Escape rooms (and escape games) are cooperative games in which players must discover clues, solve puzzles, and complete tasks within a limited time. Escape rooms are becoming increasingly relevant in education and are associated with motivation. The goal is to escape from a room (or access a treasure). In this study on educational escape rooms, we analysed students’ perceptions (N = 34) after participating in an escape room experience, inquiring about its educat
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Neubig, Céline. "What Educational Escape Rooms can Learn from the World's Best Rooms." European Conference on Games Based Learning 18, no. 1 (2024): 648–57. http://dx.doi.org/10.34190/ecgbl.18.1.2839.

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In the context of playful learning, escape games have the potential to enrich learning experiences through interactive problem-solving and narrative engagement. However, educational escape games differ significantly from the commercial offerings they reference in name and game mechanics. They often draw on the concepts of escape rooms that were popular a decade ago, relying primarily on traditional puzzle types such as code deciphering and number locks. Meanwhile, commercial escape rooms have evolved significantly over the past ten years, now offering highly immersive experiences based on capt
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Hesser, Rebekka, Isabel Rubner, and Sarah Lukas. "Science4Exitschool: Escape Games for Chemistry Classes." European Conference on Games Based Learning 17, no. 1 (2023): 833–35. http://dx.doi.org/10.34190/ecgbl.17.1.1559.

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Chemistry can often be very abstract. For this reason, different learning environments and methods are increasingly being developed to make it more accessible to learners at school or university. One such method is the use of educational escape games (Avargil, Shwartz and Zemel, 2021). This term refers to live-action, team-based games. In these escape games, clues must be followed, puzzles and tasks must be solved within a certain time frame in order to reach a certain goal (Tercanli, Martina and Ferreira Dias, 2021). This concept offers new opportunities for the educational sector. Learning p
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Jeon, Min-seok, Young-mi Hong, and Jae-young Yun. "Flow Measurement and Analysis of VR Room-escape Games - Comparative Analysis with Offline Room-escape Games -." Journal of Communication Design 72 (July 31, 2020): 61–76. http://dx.doi.org/10.25111/jcd.2020.72.05.

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Torralba, Edwin M. "Playing Games to Earn Money: The Conceptual Framework of Interaction between Gender, Learning Styles, Problematic Gaming Behavior and Success-Economic Gain Motivation of Playing Games." International Journal of Multidisciplinary: Applied Business and Education Research 4, no. 3 (2023): 897–916. http://dx.doi.org/10.11594/ijmaber.04.03.22.

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This study identified the constructs of problematic gaming behavior that significantly impact the success-economic gain motivation of gamers. Furthermore, this study explored the role of gender, number of games played, and learning styles in problematic gaming behavior and the success-economic gain motivation of gamers using an online survey (N = 136). This study identified escape from adverse moods and preoccupation as the significant determinants of success-economic gain motivation of gamers. Escape from bad moods and preoccupation mediates the relationship between gamers' gender, number of
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Menon, Divya, Margarida Romero, and Thierry Viéville. "Computational thinking development and assessment through tabletop escape games." International Journal of Serious Games 6, no. 4 (2019): 3–18. http://dx.doi.org/10.17083/ijsg.v6i4.319.

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The development and assessment of computational thinking (CT) is garnering a lot of attention and research since the last decade. However, the learning of CT is perceived as a time-consuming and frustrating experience by many K-12 and university students. Hence, educators are coming up with various methodologies to make CT both accessible and engaging for learners, thus leading to a spurt in various game-based learning (GBL) approaches in this field, ranging from board games to educational robotic games. This paper strives to evaluate existing escape games aiming to develop CT based on their s
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Janiga, Ladislav, and Viera Haverlíková. "PhysLab Break – escape games for physics education." Journal of Physics: Conference Series 2950, no. 1 (2025): 012031. https://doi.org/10.1088/1742-6596/2950/1/012031.

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Abstract Increasing popularity of the escape rooms leads to using escape games in educational process. The paper presents educational escape game PhysLab Break and experiences from its developing process. The goal of the game is to develop students’ teamwork skills, problem-solving skills, experimental skills, divergent thinking, logical reasoning and understanding of physical phenomena. Upper secondary or higher education students are the target group of the game. The game development process involved several iteration cycles of testing and modifying of the game. Plans for further research ar
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Brīvere, Inese, and Līvija Levinska. "ELEMENTS OF ESCAPE GAMES IN LATVIAN HISTORY LESSONS IN PRIMARY SCHOOL CLASSES." Education Reform: Education Content Research and Implementation Problems 1 (September 21, 2021): 19–28. http://dx.doi.org/10.17770/er2021.1.6497.

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The paper “Elements of Escape Games in Latvian History Lessons in Primary School Classes” reflects escape games as an application of the interactive teaching method in history lessons. Explores the game as a learning technique, as well as the history and characteristics of the escape game, summarizes the students' opinion on the application of the breakout game in lessons of Latvian history, methodological material for the use of escape game elements in history lessons in primary school classes is developed.
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Stojšić, Ivan. "POSSIBLE UTILIZATION OF GENERATIVE ARTIFICIAL INTELLIGENCE TOOLS FOR CREATING DIGITAL EDUCATIONAL ESCAPE ROOMS." SCIENCE International Journal 3, no. 1 (2024): 43–47. http://dx.doi.org/10.35120/sciencej0301043s.

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Escape rooms used for teaching purposes are usually called educational escape rooms. Educational escape rooms are cooperative games designed for teaching particular educational material based on a series of narrative-driven puzzles that group(s) of pupils/students must solve within a limited time to achieve the goal of the game and leave a room or environment (or alternatively break into the locked box or unravel a mystery). The shift to online teaching caused by the COVID-19 pandemic increased the use of educational escape rooms in a digital format. Digital educational escape rooms are escape
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Dissertations / Theses on the topic "Escape games"

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Vaske, Kristofer. "Megalith Grave Escape : Using escape room game mechanics for cultural heritage sites." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17025.

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This report documents the development of a concept and prototype for a mobile application with the purpose of making the megalith graves surrounding the town of Falköping more engaging and interactive for visitors. Because of the limitations of working with heritage sites that cannot be altered to support a gaming experience, the usage of escape room game mechanics is explored. Because escape room games depend on the user's observation and exploration of their environment, they serve as a usable inspiration for applications with the purpose of making visitors experience a location in a similar
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Hansson, Josefine. "What escape rooms can teach interaction designers about design constraints." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21684.

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Design constraints is the first topic new interaction designers learn about intheir studies. These are supposed to be the properties of a design that limitsuser’s actions. This thesis aims to explore these constraints in depth tounderstand if there is more to learn about them when placed in a new setting,such as games. This knowledge could then be used to create better player oruser experience. To discover this, a detailed study of two escape rooms wasconducted and analyzed.The investigation showed that there is more to design constraints thanpreviously mentioned by theorists, especially when
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Pater, Emmy. ""Unlock the Future": An Environmental Escape Game and its Development, Evaluation and Impact." Thesis, Uppsala universitet, Institutionen för geovetenskaper, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-428716.

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To bring about the rapid transformative change needed to address the global sustainability crises, a paradigm shift is needed, characterized by more sustainable beliefs and attitudes. Therefore, this thesis explores the potentials of an escape game intervention as a new strategy to promote sustainable attitudes and beliefs in players, focusing on environmental sustainability. Firstly, a framework was created with Five Pillars for a successful environmental escape game: Fun, Experiential, Urgent, Problem-Rewarding and Social. Afterwards, this Five Pillars Framework guided the design and evaluat
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Mo, Juexiao. "ARG design for orientation of college students in mainland China." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/118351/2/Juexiao%20Mo%20Thesis.pdf.

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This project - ZOOMBREAK, is an Alternate Reality Game (ARG) designed to serve as an alternative to traditional university orientation events, especially in the context of China. It leverages the social engagement of an ARG to encourage participation, facilitate cooperation between new students, and build a culture of camaraderie. The exegetical document evidences a rigorous design-based research approach strengthened by a thorough context and case study analysis to inform the overall design concept and techniques for delivery. The analysis has included formats such as games, television shows,
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Valková, Pavla. "Analýza marketingovej stratégie spoločnosti TheRoom na trhu únikových hier." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264270.

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The thesis disserts about marketing strategy of the corporation TheRoom. The aim of this thesis is to analyze the company marketing strategy, its marketing activities on the internet, evaluation and to create a list of opportunities, suggestions and recommendation. The theoretical part is dedicated to general meaning of marketing and other specifications of the classical and internet marketing. Practical part deals with corporate environment, including market and competition analyses. The thesis contexts also analysis of marketing communication, SWOT analysis and analysis of database of TheRoo
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Belich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.

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Hammer, Mary L. "Effectiveness of Earthen Escape Ramps in Reducing Big Game Mortality in Utah." DigitalCommons@USU, 2001. https://digitalcommons.usu.edu/etd/6379.

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One-way escape gates and earthen escape ramps are structures used to enable deer to exit the highway right-of-way along fenced roads. I compared the use of one-way escape gates and earthen escape ramps by mule deer on two highways in Utah to determine if deer exhibited a preference for either structure. Results showed that earthen escape ramps were used by mule deer 8-11 times more frequently than one-way gates. Highway mortality data suggest that the installation of the escape ramps likely reduced mortality of mule deer in both study locations, because we could not attribute reductions in mor
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Aliaga, López Rolando Abrao. "Evaluación comparativa del consumo de combustible e índice de emisiones de un vehículo liviano funcionando con dos mezclas de gasolina y etanol (E7,8 y E10) en Lima Metropolitana." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2016. http://tesis.pucp.edu.pe/repositorio/handle/123456789/7368.

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En el presente trabajo de tesis, se realizó un análisis de evaluación comparativa del consumo de combustible e índices de emisiones de un vehículo liviano funcionando con dos mezclas de gasolina y etanol (E7,8 y E10) en Lima Metropolitana. El vehículo, de marca Hyundai modelo Santa Fe, fue instrumentado e implementado adecuadamente mediante un único sistema de adquisición de datos para obtener un registro en tiempo real del consumo de aire de admisión de motor, las emisiones de gases de escape, la distancia recorrida y la velocidad del vehículo, y las condiciones ambientales durante las
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Arpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.

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Hájek, Jindřich. "Podnikatelský plán." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-360138.

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The goal of this thesis is to create a business plan for a new company that will provide outdoor lasergame and escape game and serves to evaluate a feasibility and functionality of the chosen business idea. The thesis is divided into the theoretical and practical part. In the theoretical part, things related to the business and creating business plan are further described. Following practical part deals with detailed business plan, which is written according to structure mentioned in the theoretical part. The first step was to describe the business opportunity, to present goals, to analyze mar
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Books on the topic "Escape games"

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Ciencin, Scott. Escape from Blackbeard's curse! Scholastic, 2007.

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Younger, Marshal. Escape from the forbidden matrix. Tyndale House Publishers, 2001.

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Murillo, Mario. No more war games. Anthony Douglas Pub., 1987.

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Grabenstein, Chris. Escape from Mr. Lemoncello's library. Listening Library, 2014.

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Dunkin, Alan. Galapagos: Mendel's escape : the official strategy guide. Prima Pub., 1997.

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Publishing, Dimension. Men in Black II: Alien Escape, Official Strategy Guide: Men in Black II: Alien Escape, Official Strategy Guide. Prima Games, 2002.

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Stine, R. L. Escape from Horrorland. Scholastic Audiobooks, 2009.

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L, Stine R., and DreamWorks Interactive (Firm), eds. Goosebumps: Escape from Horrorland. Microsoft Press, 1997.

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Stine, R. L. Escape From HorrorLand: Goosebumps HorrorLand #11. Scholastic Inc., 2009.

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Arnold, J. Douglas, and Zach Meston. 3DO Games Secrets. Sandwich Islands Publishing, 1995.

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Book chapters on the topic "Escape games"

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Le Ménec, Stéphane. "Salvo Enhanced No Escape Zone." In Advances in Dynamic Games. Birkhäuser Boston, 2012. http://dx.doi.org/10.1007/978-0-8176-8355-9_15.

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Chee, Yam San. "Escape from Centauri 7: Reifying Electromagnetic Forces Through Simulation." In Games-To-Teach or Games-To-Learn. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-518-1_6.

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Klamma, Ralf, Daniel Sous, Benedikt Hensen, and István Koren. "Educational Escape Games for Mixed Reality." In Addressing Global Challenges and Quality Education. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-57717-9_41.

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Thurner-Irmler, Julia. "Mit Educational Escape Games lernen – Willkommen im MINT-Escape Room 2.0." In Serious Games und Gamification in der schulischen Bildung. Springer Fachmedien Wiesbaden, 2024. http://dx.doi.org/10.1007/978-3-658-44317-7_10.

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Lebed, Felix. "Psychology of play as mental escape." In Complexity in Games Teaching and Coaching. Routledge, 2022. http://dx.doi.org/10.4324/9780429341311-7.

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Tkhayyare, Iness. "Explore and Debate Architecture History and Theories Through an Interactive Online Escape Game: ARCHI.101." In Serious Games. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-44751-8_25.

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Thurner-Irmler, Julia, and Marietta Menner. "The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society." In Serious Games. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-61814-8_9.

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Stolee, Mirek. "A Refinement-Based Narrative Model for Escape Games." In Interactive Storytelling. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-47655-6_3.

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Giang, Christian, Morgane Chevalier, Lucio Negrini, et al. "Exploring Escape Games as a Teaching Tool in Educational Robotics." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-18141-3_8.

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Sanchez, Eric, and Maud Plumettaz-Sieber. "Teaching and Learning with Escape Games from Debriefing to Institutionalization of Knowledge." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11548-7_23.

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Conference papers on the topic "Escape games"

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Arbesser-Rastburg, Georg, Saeed Safikhani, Matej Gustin, Christina Hopfe, Gerald Schweiger, and Johanna Pirker. "Project Beyond: An Escape Room Game in Virtual Reality to Teach Building Energy Simulations." In 2024 IEEE Conference on Games (CoG). IEEE, 2024. http://dx.doi.org/10.1109/cog60054.2024.10645541.

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Smolka, Pavel, and Zuzana Václavíková. "ESCAPE GAMES AND NATURAL SCIENCES: SYNERGY FOR MODERN EDUCATION USING IT." In 17th annual International Conference of Education, Research and Innovation. IATED, 2024. https://doi.org/10.21125/iceri.2024.2189.

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Tomcsányiová, Monika. "BOOSTING ICT AND CODING SKILLS WITH ONLINE ESCAPE GAMES IN SECONDARY EDUCATION." In 19th International Technology, Education and Development Conference. IATED, 2025. https://doi.org/10.21125/inted.2025.0371.

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Zhou, Xiaojie, Chunxi Yang, Wenbo Wang, and Pengqi Sun. "Escape with Self-adaptive Decision Radius based on Deep Deterministic Policy Gradient in Pursuit Games." In 2024 IEEE 13th Data Driven Control and Learning Systems Conference (DDCLS). IEEE, 2024. http://dx.doi.org/10.1109/ddcls61622.2024.10606683.

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Yang, Qinglin, Yazhong Luo, Zhenyu Li, and Yao Xiao. "Analytical Solution for Escape Region in Coplanar Spacecraft Pursuit- Evasion Game." In 2024 IEEE International Conference on Unmanned Systems (ICUS). IEEE, 2024. https://doi.org/10.1109/icus61736.2024.10839912.

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Carrasco-Hernández, Antonio José, Gabriel Lozano-Reina, María Encarnación Lucas-Pérez, and Gregorio Sánchez-Marín. "GAME ON! HOW ESCAPE ROOMS IMPROVE UNIVERSITY STUDENT SATISFACTION AND ACADEMIC OUTCOMES." In 19th International Technology, Education and Development Conference. IATED, 2025. https://doi.org/10.21125/inted.2025.0262.

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Zachari, Panagiota, Christos Papakostas, Christos Troussas, Akrivi Krouska, Phivos Mylonas, and Cleo Sgouropoulou. "Investigating the Role of Digital Escape Rooms in Enhancing Educational Outcomes through Game-Based Learning." In 2024 9th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM). IEEE, 2024. http://dx.doi.org/10.1109/seeda-cecnsm63478.2024.00043.

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Majkić, Zdravka, and Jasminka Olić Ilčešin. "Using Escape rooms in English classes." In 9th International Scientific Conference Technics and Informatics in Education. University of Kragujevac, Faculty of Technical Sciences Čačak, 2022. http://dx.doi.org/10.46793/tie22.425m.

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There must have been part of your childhood which reminds you of a video game you could not resist! Do you remember the thrill while playing games like Tetris, Pac-Man or Super Mario? Times have changed and games have become even more colourful, more demanding, and more complicated, but that feeling of playing games has remained the same. People who often practice this activity, especially children, become addicted in some way but they are not aware of that. There is a question: How can we use games as a learning strategy that can facilitate children’s motivation of learning? When we create br
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"Promoting Healthy Nutrition through Educational Escape Games." In InSITE 2019: Informing Science + IT Education Conferences: Jerusalem. Informing Science Institute, 2019. http://dx.doi.org/10.28945/4362.

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Aim/Purpose: The increased production of processed food, rapid urbanization, and changing lifestyles have led to a shift in dietary patterns so people are now consuming more unhealthy foods. To change unhealthy dietary patterns, there is a need to educate the individuals to keep a balanced diet that is rich in nutritional requirements. One way to educate a heterogeneous population, from preschool to adults, is by learning through games. Background: In recent years, the use of games as a pedagogical method is gaining momen-tum. Game-based learning (GBL) refers to any learning environments or ac
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Lim, Pei Chin, and Yanto Jakop. "ENHANCING MATHEMATICS LEARNING WITH ESCAPE GAMES." In 12th annual International Conference of Education, Research and Innovation. IATED, 2019. http://dx.doi.org/10.21125/iceri.2019.0916.

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Reports on the topic "Escape games"

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Psyllou, Maria. Escape the classroom: a game to improve learning and student engagement. The Economics Network, 2023. http://dx.doi.org/10.53593/n3633a.

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Guidati, Gianfranco, and Domenico Giardini. Joint synthesis “Geothermal Energy” of the NRP “Energy”. Swiss National Science Foundation (SNSF), 2020. http://dx.doi.org/10.46446/publication_nrp70_nrp71.2020.4.en.

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Near-to-surface geothermal energy with heat pumps is state of the art and is already widespread in Switzerland. In the future energy system, medium-deep to deep geothermal energy (1 to 6 kilometres) will, in addition, play an important role. To the forefront is the supply of heat for buildings and industrial processes. This form of geothermal energy utilisation requires a highly permeable underground area that allows a fluid – usually water – to absorb the naturally existing rock heat and then transport it to the surface. Sedimentary rocks are usually permeable by nature, whereas for granites
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Maquieyra, Javier, Omar O. Chisari, and Sebastián J. Miller. Manual sobre modelos de equilibrio general computado para economías de LAC con énfasis en el análisis económico del cambio climático. Inter-American Development Bank, 2012. http://dx.doi.org/10.18235/0009935.

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Un MEGC dinámico recursivo para evaluar shocks de Cambio Climático para seis economías latinoamericanas (Argentina, Brasil, Chile, El Salvador, Jamaica y Perú) se presenta a continuación. Es un modelo de tamaño intermedio que toma en cuenta el funcionamiento de los precios relativos y de los cambios en la estructura de la economía, así como del impacto de shocks y políticas sobre el bienestar de los niveles de ingreso. Políticas y reglas condicionales activadas automáticamente por la frecuencia o el tamaño de los shocks son también consideradas. Los resultados muestran la importancia de tener
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Vera, Felipe, María Camila Uribe, and Sofía del Castillo. Acción climática y Acuerdo de París: el rol de las ciudades de América Latina y el Caribe. Inter-American Development Bank, 2023. http://dx.doi.org/10.18235/0004837.

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A más de 6 años de la entrada en vigor del Acuerdo de París y la Agenda 2030 para el Desarrollo Sostenible, se necesita acelerar la implementación de los consensos alcanzados para garantizar el logro de los ambiciosos objetivos climáticos. Reconociendo que los gobiernos locales tienen competencia sobre el potencial de mitigación del cambio climático así como para ejecutar estrategias de adaptación en América Latina y el Caribe, esta publicación destaca la relevancia de traducir y adaptar los objetivos nacionales a los contextos y necesidades locales de manera colaborativa. Proporciona recomend
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Medina, Noelia, Martin Scarone, Wilson Sierra, et al. Hidrógeno verde: un paso natural para Uruguay hacia la descarbonización. Banco Interamericano de Desarrollo, 2021. http://dx.doi.org/10.18235/0003761.

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De acuerdo con el último informe del Grupo Intergubernamental de Expertos sobre el Cambio Climático publicado en 2021, se están produciendo cambios climáticos sin precedentes. El informe establece que para limitar el calentamiento global a cerca de 1,5C ó 2C será necesaria la reducción inmediata, rápida y a gran escala de las emisiones de gases de efecto invernadero. Se requerirá, por lo tanto, mayores compromisos por parte de los países. Varios países se han comprometido a alcanzar emisiones netas cero para el 2050. Particularmente, el sector energético es uno de los que producen más emisione
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Sosa, Ayme, Andrés José Rubio Chacón, Omar Samayoa, and Oscar Hernández. Mecanismos financieros inclusivos para la acción climática en los sectores forestal y agropecuario de Guatemala: lecciones para escalarlos. Inter-American Development Bank, 2024. http://dx.doi.org/10.18235/0012981.

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Abstract:
Con gran potencial de generar impactos sociales, ambientales y climáticos, Guatemala, en una década, ha creado plataformas de acceso a financiamiento climático inclusivo en los sectores agropecuario y forestal, los cuales a nivel nacional representan la principal fuente de gases de efecto invernadero. Guatemala ha accedido exitosamente a más de USD 100 millones de fuentes de financiamiento climático internacional para los sectores agropecuario y forestal, lo cual, a la fecha, ha iniciado la movilización de al menos USD 44 millones de capital del sector financiero privado. Para lograrlo, se han
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Designing an Escape Room Game to Develop Problem Solving and Spatial Reasoning Skills. Purdue University, 2018. http://dx.doi.org/10.5703/1288284316855.

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