Journal articles on the topic 'Escape room games'
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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.
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 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 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 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 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 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 textCotner, Sarah, Kelly M. Smith, Leah Simpson, David S. Burgess, and Jeffrey Cain. "1311. Incorporating an “Escape Room” Game Design in Infectious Diseases Instruction." Open Forum Infectious Diseases 5, suppl_1 (2018): S401. http://dx.doi.org/10.1093/ofid/ofy210.1144.
Full textLama, Arsenio Villar, and Miguel García Martín. "Decoding escape rooms from a tourism perspective: A global scale analysis." Moravian Geographical Reports 29, no. 1 (2021): 2–14. http://dx.doi.org/10.2478/mgr-2021-0001.
Full textPapadopoulos, Ioannis, and Eirini Tenta. "Escape Rooms as a Collaborative Problem-Solving Environment." International Journal of Game-Based Learning 11, no. 4 (2021): 57–71. http://dx.doi.org/10.4018/ijgbl.2021100103.
Full textFree, David. "In the News." College & Research Libraries News 79, no. 2 (2018): 57. http://dx.doi.org/10.5860/crln.79.2.57.
Full textVeach, Claire Calderwood. "Breaking out to break through: re-imagining first-year orientations." Reference Services Review 47, no. 4 (2019): 556–69. http://dx.doi.org/10.1108/rsr-06-2019-0039.
Full textClune, Megan Lea. "Digital Escape Game." Pacific Journal of Technology Enhanced Learning 2, no. 1 (2019): 4. http://dx.doi.org/10.24135/pjtel.v2i1.19.
Full textPlump, Carolyn M., and Steven I. Meisel. "Escape the Traditional Classroom: Using Live-Action Games to Engage Students and Strengthen Concept Retention." Management Teaching Review 5, no. 3 (2019): 202–17. http://dx.doi.org/10.1177/2379298119837615.
Full textLafontaine, Constance, Kim Sawchuk, and Scott DeJong. "Social Justice Games: Building an Escape Room on Elder Abuse through Participatory Action Research." Computer Games Journal 9, no. 2 (2020): 189–205. http://dx.doi.org/10.1007/s40869-020-00105-5.
Full textQueiruga-Dios, Araceli, María Jesús Santos Sánchez, Marián Queiruga Dios, Víctor Gayoso Martínez, and Ascensión Hernández Encinas. "A Virus Infected Your Laptop. Let’s Play an Escape Game." Mathematics 8, no. 2 (2020): 166. http://dx.doi.org/10.3390/math8020166.
Full textLathwesen, Chantal, and Nadja Belova. "Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review." Education Sciences 11, no. 6 (2021): 308. http://dx.doi.org/10.3390/educsci11060308.
Full textNovikov, Maksim. "Educational Quests, Quizzes and Games of the Platform Learnis in the System of Mobile Learning Methods." Russian Digital Libraries Journal 23, no. 1-2 (2020): 109–18. http://dx.doi.org/10.26907/1562-5419-2020-23-1-2-109-118.
Full textVekua, Natalya N., Andrey A. Lubsky, Marina S. Perevozchikova, and Julia N. Folgеrоva. "Peculiarities of forming high-demanded soft skills in the educational space of the escape room." Perspectives of Science and Education 48, no. 6 (2020): 397–412. http://dx.doi.org/10.32744/pse.2020.6.31.
Full textBayer, Rachel, and Catherine Sorenson. "Resource Review: Breakout EDU." Journal of Youth Development 15, no. 6 (2020): 326–33. http://dx.doi.org/10.5195/jyd.2020.919.
Full textLima, Guilherme da Silva, Ederson dos Santos Ramalho, Juliana Ventura de Souza Fernandes, and Edio Da Costa Junior. "Escape Room: uma proposta de jogo pedagógica no escopo da educação técnica de nível médio." ForScience 8, no. 2 (2020): e00851. http://dx.doi.org/10.29069/forscience.2020v8n2.e851.
Full textYllana Prieto, Félix, Jin Su Jeong, and David González-Gómez. "Virtual escape room and STEM content: Effects on the affective domain on teacher trainess." Journal of Technology and Science Education 11, no. 2 (2021): 331. http://dx.doi.org/10.3926/jotse.1163.
Full textEdwards-Waller, Lizz. "The Mysterious Affair at Squire: Using Code-Breaking Games to Deliver Law Library Skills." Legal Information Management 20, no. 4 (2020): 218–22. http://dx.doi.org/10.1017/s1472669620000511.
Full textSeto, A. V. "P134: Escape game as a theatre-based simulation for teamwork skills training in undergraduate medical education." CJEM 20, S1 (2018): S104—S105. http://dx.doi.org/10.1017/cem.2018.332.
Full textYllana-Prieto, Félix, Jin Su Jeong, and David González-Gómez. "An Online-Based Edu-Escape Room: A Comparison Study of a Multidimensional Domain of PSTs with Flipped Sustainability-STEM Contents." Sustainability 13, no. 3 (2021): 1032. http://dx.doi.org/10.3390/su13031032.
Full textAbensur Vuillaume, Laure, Garry Laudren, Alexandre Bosio, Pauline Thévenot, Thierry Pelaccia, and Anthony Chauvin. "A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development." JMIR Serious Games 9, no. 3 (2021): e27291. http://dx.doi.org/10.2196/27291.
Full textSinatra, Bernardi Avriandi, and Melanni Mulyawati Sanjaya. "Pengaruh Kepuasan Konsumen Atas Experimental Marketing Pandora Experience Terhadap Loyalitas Konsumen." Jurnal Akuntansi Maranatha 11, no. 2 (2019): 308–31. http://dx.doi.org/10.28932/jam.v11i2.1904.
Full textFranco, Paul F., and Deborah A. DeLuca. "Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education." Simulation & Gaming 50, no. 1 (2019): 23–43. http://dx.doi.org/10.1177/1046878118820892.
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 textTzima, Stavroula, Georgios Styliaras, and Athanasios Bassounas. "Revealing Hidden Local Cultural Heritage through a Serious Escape Game in Outdoor Settings." Information 12, no. 1 (2020): 10. http://dx.doi.org/10.3390/info12010010.
Full textSong, Doo Heon, Hae Kyung Rhee, Ji-eun Kim, and Jong Hee Lee. "From Agasa Cristie to Group Image Play-Analysis of Horror Survival Game Panic Room : Escaping from the Den on Emotional Elements Development." International Journal of Electrical and Computer Engineering (IJECE) 8, no. 2 (2018): 644. http://dx.doi.org/10.11591/ijece.v8i2.pp644-650.
Full textLópez-Belmonte, Jesús, Adrian Segura-Robles, Arturo Fuentes-Cabrera, and María Elena Parra-González. "Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning." International Journal of Environmental Research and Public Health 17, no. 7 (2020): 2224. http://dx.doi.org/10.3390/ijerph17072224.
Full textRoig, Antoni. "Escapa, si quieres: diseñando Escape Rooms." COMeIN, no. 73 (March 31, 2018). http://dx.doi.org/10.7238/c.n73.1802.
Full textSanders, Jennifer E., Jared Kutzin, and Christopher G. Strother. "Escape the Simulation Room." Simulation & Gaming, October 7, 2020, 104687812096359. http://dx.doi.org/10.1177/1046878120963591.
Full textKutzin, Jared M., Jenny E. Sanders, and Christopher G. Strother. "Transitioning Escape Rooms to a Virtual Environment." Simulation & Gaming, August 3, 2021, 104687812110351. http://dx.doi.org/10.1177/10468781211035171.
Full text"Way to Go: Mirroring Real Experiences of the Escape Rooms." International Journal of Innovative Technology and Exploring Engineering 8, no. 12S2 (2019): 544–55. http://dx.doi.org/10.35940/ijitee.l1101.10812s219.
Full textVeldkamp, Alice, Marie-Christine P. J. Knippels, and Wouter R. van Joolingen. "Beyond the Early Adopters: Escape Rooms in Science Education." Frontiers in Education 6 (March 11, 2021). http://dx.doi.org/10.3389/feduc.2021.622860.
Full textStojanovska, Marina. "Celebrating the International Year of Periodic Table with chemistry educational games and puzzles." Chemistry Teacher International, April 1, 2020. http://dx.doi.org/10.1515/cti-2019-0012.
Full textSpjeldnæs, I. O., and R. Agdal. "“A room of our own”. Social media use amongst youth with immigrant background in Norway." European Journal of Public Health 30, Supplement_5 (2020). http://dx.doi.org/10.1093/eurpub/ckaa166.389.
Full textClarke, Samantha Jane, Daryl J. Peel, Sylvester Arnab, Luca Morini, Helen Keegan, and Oliver Wood. "EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education." International Journal of Serious Games 4, no. 3 (2017). http://dx.doi.org/10.17083/ijsg.v4i3.180.
Full textA.Wilson, Jason. "Performance, anxiety." M/C Journal 5, no. 2 (2002). http://dx.doi.org/10.5204/mcj.1952.
Full textSimons, Ilana. "The Sick and the Unexpected." M/C Journal 4, no. 3 (2001). http://dx.doi.org/10.5204/mcj.1909.
Full textMcCormack, Paul. "Play." M/C Journal 1, no. 5 (1998). http://dx.doi.org/10.5204/mcj.1726.
Full textGrandinetti, Justin Joseph. "A Question of Time: HQ Trivia and Mobile Streaming Temporality." M/C Journal 22, no. 6 (2019). http://dx.doi.org/10.5204/mcj.1601.
Full textMayo, Sherry. "NXT Space for Visual Thinking." M/C Journal 1, no. 4 (1998). http://dx.doi.org/10.5204/mcj.1722.
Full textKimberley, Maree. "Neuroscience and Young Adult Fiction: A Recipe for Trouble?" M/C Journal 14, no. 3 (2011). http://dx.doi.org/10.5204/mcj.371.
Full textWagman, Ira. "Wasteaminute.com: Notes on Office Work and Digital Distraction." M/C Journal 13, no. 4 (2010). http://dx.doi.org/10.5204/mcj.243.
Full textSampson, Tony. "Senders, Receivers and Deceivers: How Liar Codes Put Noise Back on the Diagram of Transmission." M/C Journal 9, no. 1 (2006). http://dx.doi.org/10.5204/mcj.2583.
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