The History of Earth and Life: Escape Room for High School Students

Introduction: This study investigates how different teaching strategies influence students’ learning outcomes and engagement. Objective: The primary aim is to evaluate the knowledge and motivation of students in the first year of high school (17 years old), before and after participating in an escape room activity on the History of the Earth and Life. Methodology: The research involved 50 students, divided into a control group that received traditional lectures and an experimental group that participated in a gamified experience. Pre- and post-intervention assessments were conducted to measure knowledge acquisition, and motivation was assessed through a survey. Statistical analyses, including ANOVA, were performed to compare the effectiveness of both teaching methods. Results: The study shows significant statistical differences between the two strategies, demonstrating a notable increase in learning through gamification (F(1, 48) = 21; p < 0.001). Additionally, students in the experimental group perceived the methodology as more engaging, highlighting its dynamic, interactive, and motivating nature. Conclusions: The findings suggest that incorporating interactive and dynamic learning experiences can foster deeper engagement with the content.

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Publication Details

Journal
Education Sciences
Published
2025-04-14
DOI
https://doi.org/10.3390/educsci15040485
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

The History of Earth and Life: Escape Room for High School Students

Olga Mayoral García-Berlanga, Hugo Corbí, Alicia Giner-Baixauli
Education Sciences
Educational Games and Gamification
article

The History of Earth and Life: Escape Room for High School Students

Olga Mayoral García-Berlanga, Hugo Corbí, Alicia Giner-Baixauli
article en

Abstract

Introduction: This study investigates how different teaching strategies influence students’ learning outcomes and engagement. Objective: The primary aim is to evaluate the knowledge and motivation of students in the first year of high school (17 years old), before and after participating in an escape room activity on the History of the Earth and Life. Methodology: The research involved 50 students, divided into a control group that received traditional lectures and an experimental group that participated in a gamified experience. Pre- and post-intervention assessments were conducted to measure knowledge acquisition, and motivation was assessed through a survey. Statistical analyses, including ANOVA, were performed to compare the effectiveness of both teaching methods. Results: The study shows significant statistical differences between the two strategies, demonstrating a notable increase in learning through gamification (F(1, 48) = 21; p < 0.001). Additionally, students in the experimental group perceived the methodology as more engaging, highlighting its dynamic, interactive, and motivating nature. Conclusions: The findings suggest that incorporating interactive and dynamic learning experiences can foster deeper engagement with the content.

Education SciencesVol. 15(4)
University of Alicante (ES), Universitat de València (ES)
Universidad de Alicante, Ministerio de Ciencia e Innovación, Agencia Estatal de Investigación
Openalex Percentile: Top 93%
Educational Games and Gamification
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