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.
Full textGrande-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.
Full textNeubig, 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.
Full textHesser, 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.
Full textJeon, 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.
Full textTorralba, 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.
Full textMenon, 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.
Full textJaniga, 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.
Full textBrīvere, 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.
Full textStojšić, 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.
Full textKrekhov, Andrey, Katharina Emmerich, Ronja Rotthaler, and Jens Krueger. "Puzzles Unpuzzled." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–24. http://dx.doi.org/10.1145/3474696.
Full textGrande-de-Prado, Mario, Sheila García-Martín, Roberto Baelo, and Víctor Abella-García. "Edu-Escape Rooms." Encyclopedia 1, no. 1 (2020): 12–19. http://dx.doi.org/10.3390/encyclopedia1010004.
Full textAbdul Rahim, Aisyah Saad, Mohd Shahezwan Abd Wahab, Aida Azlina Ali, and Nur Hafzan Md Hanafiah. "Educational escape rooms in pharmacy education: A narrative review." Pharmacy Education 22, no. 1 (2022): 540–57. http://dx.doi.org/10.46542/pe.2022.221.540557.
Full textRubner, Isabel, David Ditter, David Weiser, Rebekka Ditter, and Sarah Lukas. "Escape the classroom: Wissenschaft interaktiv." Nachrichten aus der Chemie 72, no. 10 (2024): 8–11. http://dx.doi.org/10.1002/nadc.20244144112.
Full textMarín, Silvia, Pedro R. De Atauri, Estefania Moreno, et al. "An Escape-Room about Krebs cycle prepared for Chemical Students." International Journal on Engineering, Science and Technology 3, no. 2 (2022): 155–64. http://dx.doi.org/10.46328/ijonest.59.
Full textCruaud, Caroline. "When design gets in the way: student learning and digital escape game." European Conference on Games Based Learning 17, no. 1 (2023): 127–34. http://dx.doi.org/10.34190/ecgbl.17.1.1406.
Full textBotturi, Luca, and Masiar Babazadeh. "Designing educational escape rooms: validating the Star Model." International Journal of Serious Games 7, no. 3 (2020): 41–57. http://dx.doi.org/10.17083/ijsg.v7i3.367.
Full textZhang, Xiyuan, Jing-Qi Lu, and Kyoungju Park. "Interaction Design for Room Escape Virtual Reality Games." TECHART: Journal of Arts and Imaging Science 5, no. 4 (2018): 24–29. http://dx.doi.org/10.15323/techart.2018.11.5.4.24.
Full textLópez-Pernas, Sonsoles, Mohammed Saqr, Aldo Gordillo, and Enrique Barra. "A learning analytics perspective on educational escape rooms." Interactive Learning Environments 31, no. 10 (2023): 6509–25. https://doi.org/10.1080/10494820.2022.2041045.
Full textHabibulloh, Mohammad, and Agus Sifaunajah. "IMPLEMENTATION OF FOUR BASIC PHYSICAL LAWS IN THE ADVENTURE GAME "ESCAPE LAND"." JARES (Journal of Academic Research and Sciences) 4, no. 1 (2019): 43–54. http://dx.doi.org/10.35457/jares.v4i1.689.
Full textMilanova, Elitsa. "Computer Games Based on Mythology – a Way to Escape Reality or New Horizonts for Teaching." Chuzhdoezikovo Obuchenie-Foreign Language Teaching 51, no. 6 (2024): 758–68. https://doi.org/10.53656/for2024-06-07.
Full textBisanti, Matteo, Roberto Di Paolo, Veronica Pizziol, et al. "Digital Escape Games in Educational Programs for Financial Literacy." European Conference on Games Based Learning 16, no. 1 (2022): 666–74. http://dx.doi.org/10.34190/ecgbl.16.1.857.
Full textScandurra, Graziella, and Carmine Ciofi. "Escape Room Game for Engineering Students: “Escape Department”, a Case Study." Education Sciences 13, no. 8 (2023): 785. http://dx.doi.org/10.3390/educsci13080785.
Full textLim, Kenneth Y. T., Kim Mai Truong, and Yuxuan Wu. "Melody Mystery: Learning Music Theory through Escape Room Puzzles." Education Sciences 13, no. 5 (2023): 491. http://dx.doi.org/10.3390/educsci13050491.
Full textBorrego, Carlos, Cristina Fernández, Ian Blanes, and Sergi Robles. "Room escape at class: Escape games activities to facilitate the motivation and learning in computer science." Journal of Technology and Science Education 7, no. 2 (2017): 162. http://dx.doi.org/10.3926/jotse.247.
Full textHumphrey, Kimberley. "The application of a serious, non-digital escape game learning experience in higher education." Sport & Exercise Psychology Review 13, no. 2 (2017): 48–54. http://dx.doi.org/10.53841/bpssepr.2017.13.2.48.
Full textBreakwell, J. V. "Some Simple Two-Target Games." Journal of Dynamic Systems, Measurement, and Control 111, no. 4 (1989): 589–91. http://dx.doi.org/10.1115/1.3153098.
Full textDélécraz, Cyril. "Scoring the Original Soundtrack of an Escape Room." Journal of Sound and Music in Games 4, no. 1 (2023): 26–71. http://dx.doi.org/10.1525/jsmg.2023.4.1.26.
Full textHon Kai Yee & Dalton Julious Peter and Fok Chee Kin, Chow Ying Hui & Tan Ren Jie. "DYING IN CYBERWORLD: VIOLENT VIDEO GAMES EXTINGUISHED CHILDREN’S DEATH CONCEPT AND ATTITUDE." Journal of Southeast Asia Psychology (SAPJ) 7, no. 1 (2024): 12. http://dx.doi.org/10.51200/sapj.v7i1.5166.
Full textPrinsen, Eian, and Damian Schofield. "Video Game Escapism During Quarantine." Computer and Information Science 14, no. 4 (2021): 36. http://dx.doi.org/10.5539/cis.v14n4p36.
Full textOliveira, Inês, Vítor Carvalho, Filomena Soares, Paulo Novais, Eva Oliveira, and Lisa Gomes. "Development of a Virtual Reality Escape Room Game for Emotion Elicitation." Information 14, no. 9 (2023): 514. http://dx.doi.org/10.3390/info14090514.
Full textMoore, Leigh, and Narelle Campbell. "Escaping the Norm: Games for Wider Participation with a Sense of Success." Student Success 11, no. 2 (2020): 127–33. http://dx.doi.org/10.5204/ssj.1609.
Full textSpringwood, Charles Fruehling. "The Age of Dwindling American Empire: Soldiers, Gaming, and Affective Labor in Warzones." Cultural Studies ↔ Critical Methodologies 19, no. 4 (2018): 294–303. http://dx.doi.org/10.1177/1532708618807248.
Full textCostes, Jean-Michel, and Céline Bonnaire. "Spending Money in Free-to-Play Games: Sociodemographic Characteristics, Motives, Impulsivity and Internet Gaming Disorder Specificities." International Journal of Environmental Research and Public Health 19, no. 23 (2022): 15709. http://dx.doi.org/10.3390/ijerph192315709.
Full textBakkum, Michiel J., Milan C. Richir, Rowan Sultan, et al. "Can Students Create Their Own Educational Escape Room? Lessons Learned from the Opioid Crisis Escape Room." Medical Science Educator 31, no. 6 (2021): 1739–45. http://dx.doi.org/10.1007/s40670-021-01425-5.
Full textGonzález-de la Torre, Héctor, María-Naira Hernández-De Luis, Sergio Mies-Padilla, Rafaela Camacho-Bejarano, José Verdú-Soriano, and Claudio-Alberto Rodríguez-Suárez. "Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review." Nursing Reports 14, no. 2 (2024): 1193–211. http://dx.doi.org/10.3390/nursrep14020091.
Full textMantilla-Wright, Silvia. "“There Is No Escape”." Journal of Sound and Music in Games 6, no. 1 (2025): 106–38. https://doi.org/10.1525/jsmg.2025.6.1.106.
Full textBerger, Sonja, Nadine Esterl, Johanna Beier, and Christine Debold. "Interaktive Online-Workshops, Escape-Games, Rollenspiele. Potenziale medienpädagogischer Online-Lernräume." Ludwigsburger Beiträge zur Medienpädagogik 21 (November 30, 2021): 1–15. http://dx.doi.org/10.21240/lbzm/21/26.
Full textDesai, Amit. "Contact centres: how to escape the games of ‘Guess Who?’." Biometric Technology Today 2016, no. 4 (2016): 8–11. http://dx.doi.org/10.1016/s0969-4765(16)30068-6.
Full textYan, Elsie, Rong-Wei Sun, Anise M. S. Wu, Daniel W. L. Lai, and Vincent W. P. Lee. "The Impact of Pandemic-Related Life Stress on Internet Gaming: Social Cynicism and Gaming Motivation as Serial Mediators." International Journal of Environmental Research and Public Health 19, no. 14 (2022): 8332. http://dx.doi.org/10.3390/ijerph19148332.
Full textDridi, Sarah, and Delphine Hoegy. "The healthcare professionals’ interest in the use of educational escape games in therapeutic adolescents patient education: an exploratory qualitative study." Education Thérapeutique du Patient - Therapeutic Patient Education 16, no. 2 (2024): 20204. https://doi.org/10.1051/tpe/2024026.
Full textNusrat Azeema, Dr. Shazia Hashmat*, and Areej Arif. "The Role of Online Gaming in Promoting Extremism and Violence: A Study of Media War Tactics." Physical Education, Health and Social Sciences 3, no. 1 (2025): 217–37. https://doi.org/10.63163/jpehss.v3i1.145.
Full textKuss, Daria J., Anne Marie Kristensen, A. Jess Williams, and Olatz Lopez-Fernandez. "To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity." International Journal of Environmental Research and Public Health 19, no. 3 (2022): 1169. http://dx.doi.org/10.3390/ijerph19031169.
Full textDe Angeli, Daniela. "Escape with a Purpose." Acta Ludologica 7, no. 1 (2024): 108–34. http://dx.doi.org/10.34135/actaludologica.2024-7-1.108-134.
Full textMijal, Michał, Martyna Cieśla, and Monika Gromadzka. "Escape room as an adult education tool." Homo Ludens, no. 1 (13) (December 15, 2020): 163–78. http://dx.doi.org/10.14746/hl.2020.13.10.
Full textHeede, Pieter Van den. ""Press Escape to Skip Concentration Camp"? Player Reflections on Engagement with the Holocaust through Digital Gaming." History & Memory 35, no. 1 (2023): 108–40. http://dx.doi.org/10.2979/ham.2023.a885270.
Full textHermanns, Melinda, Belinda Deal, Ann M. Campbell, et al. "Using an “Escape Room” toolbox approach to enhance pharmacology education." Journal of Nursing Education and Practice 8, no. 4 (2017): 89. http://dx.doi.org/10.5430/jnep.v8n4p89.
Full textClemente, Christofer J., and Robbie S. Wilson. "Speed and maneuverability jointly determine escape success: exploring the functional bases of escape performance using simulated games." Behavioral Ecology 27, no. 1 (2015): 45–54. http://dx.doi.org/10.1093/beheco/arv080.
Full textPazakou, Antonia-Maria, Stylianos Mystakidis, and Ioannis Kazanidis. "Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences." Future Internet 17, no. 1 (2025): 21. https://doi.org/10.3390/fi17010021.
Full textCasamaximo, Rafael Furlanetto, Henrique Cristovão De Souza, Lucas Daniel Veríssimo, Luis Felipe Levinski Migliorini, Elieser Botelho Manhas Júnior, and Alan Salvany Felinto. "Guidelines for the development of Escape Room genre games utilizing the emotion-based MDA framework and its application on the Logic Gates project." Journal on Interactive Systems 14, no. 1 (2023): 481–93. http://dx.doi.org/10.5753/jis.2023.3199.
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