Escape room como experiencia didáctica para la promoción de hábitos saludables en educación primaria
- Monzonís-Carda, Irene
- Bou-Sospedra, Carlos
- Adelantado-Renau, Mireia
- Beltran-Valls, Maria Reyes
- Moliner-Urdiales, Diego
ISSN: 1699-3748
Argitalpen urtea: 2020
Zenbakien izenburua: Mayo
Zenbakia: 38
Mota: Artikulua
Beste argitalpen batzuk: Revista DIM: Didáctica, Innovación y Multimedia
Laburpena
Gamification is an active methodology that uses games as a stimulus for learning. Prior studies highlight the key role of games as didactic strategies for promoting learning process and students’ participation. Therefore, teachers might use active proposals such as the escape room, which has shown to positively influence teaching-learning process and attitudes. The main aim of this work was to design and to create a didactic proposal for health promotion in Primary Education based on an escape room. This proposal is designed to be implemented in Physical Education during 6th grade of Primary Education. The present escape room consists of 12challenges related to the 12 key points of health. Participants should overcome the challenges in order to get out of the room before the established time finishes. During the diverse challenges, active participation, collaboration, cooperation between peers, and the development of linguistic, mathematical, digital and learning to learn competences, as well as the sense of initiative, and entrepreneurship are promoted. The implementation of active methodologies such as gamification, and strategies such as the escape room seem to promote the learning process and promote students’ motivation, positive attitudes, and emotions.
Erreferentzia bibliografikoak
- ÁLVAREZ, Laura y MEDINA, Hugo (2017). El lapbook como experiencia educativa. Infancia,Educación y Aprendizaje (IEYA), 3(2), 254-251.
- BORREGO, Carlos; FERNÁNDEZ, Cristina; BLANES, Ian y ROBLES, Sergi (2017). Roomescape at class: Escape games activities to facilitate the motivation and learning incomputer science. Journal of Technology and Science Education, 7(2), 162-171.
- CHI, Xiao; LEE, Hyunjoo; RODRIGUEZ, Carlos; RUDNER, Joshua; CHAN, Teresa M. yPAPANAGNOU, Dimitrios (2018). Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an ‘Escape Room’ Experience.Cureus, 10(3).
- ESCARAVAJAL, Juan C. y MARTÍN-ACOSTA, Fátima (2019). Análisis bibliográfico de lagamificación en educación física. Revista Iberoamericana de Ciencias de la ActividadFísica y el Deporte, 8(1), 97-109.
- EUKEL, Heidi N.; FRENZEL, Jeanne E. y CERNUSCA, Dan (2017). Educational Gaming forPharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room,’’American Journal of Pharmaceutical Education, 81(7).
- FERNÁNDEZ-RIO, Javier (2017). El Ciclo del Aprendizaje Cooperativo: una guía paraimplementar de manera efectiva el aprendizaje cooperativo en educación física. Retos,32, 264-269.
- GARCÍA-VALCÁRCEL, Ana; BASILOTTA, Verónica y LÓPEZ, Camino (2013). Las TIC en elaprendizaje colaborativo en el aula de Primaria y Secundaria. Revista científica deEducomunicación, 42(21), 65-74.
- GARRIS, Rosemary; AHLERS, Robert y DRISKELL, James E. (2002). Games, motivation, andlearning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
- GÓMEZ-URQUIZA, Jose L.; GÓMEZ-SALGADO, Juan; ALBENDÍN-GARCÍA, Luis;CORREA-RODRIGUEZ, María; GONZÁLEZ-JIMÉNEZ, Emilio y CAÑADAS-DE LAFUENTE, Guillermo A. (2019). The impact on nursing students' opinions and motivationof using a “Nursing Escape Room” as a teaching game: A descriptive study. NurseEducation Today, 72, 73-76.
- JIMÉNEZ, Carolina; LAFUENTE, Raquel; ORTIZ, María; BRUTON, Lindsey y MILLÁN, Verónica(2017). Room Escape: Propuesta de Gamificación en el Grado de Fisioterapia. CongresoNacional de Innovación Educativa y de Docencia en Red.
- MONGUILLOT, Meritxell; GONZÁLEZ, Carles; ZURTIA, Carles; ALMIRALL, Lluís y GUITERT,Montse (2015). Play the Game: gamificación y hábitos saludables en educación física.Apunts. Educación Física y Deportes, 119, 71-79.
- MORA, Francisco. (2010). ¿Se puede retrasar el envejecimiento del cerebro? 12 claves. Madrid:Alianza editorial.
- NAVARRO, Daniel (2017). La inteligencia de moverse: la neuropsicología en la educación física.En ALARCÓN, Francisco et al. (Ed.), Neurociencia, deporte y educación (pp. 259-296).Sevilla: Wanceulen Editorial Deportiva.
- NICHOLSON, Scott (2018). Creating engaging escape rooms for the classroom. ChildhoodEducation, 94(1), 44-99.
- ORDIZ, Tania (2017). Gamificación: La vuelta al mundo en 80 días. Infancia, Educación yAprendizaje (IEYA), 3(2), 397-403.
- PIAGET, Jean (1981). Intelligence and Affectivity. New York: Basic Books.
- SEGURA-ROBLES, Adrián y PARRA-GONZÁLEZ, Ma E. (2019). How to implement activemethodologies in Physical Education: Escape Room. Education, Sport, Health andPhysical Activity (ESHPA): International Journal, 3(2), 295-306.