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Escape rooms como metodología educativa para combatir la desinformación en alumnos de primaria y secundaria: el caso de Learn to Escape
Natàlia Lozano-Monterrubio.
natalia.lozano@urv.cat
Roger Cuartielles.
Nereida Carrillo-Pérez.
Marta Montagut.
This research is part of the Transfer Project "Learn to Check: courses related to disinformation, digital verification and media education" (T23080N) co-funded by the URV Foundation and the Learn to Check Association.
How to cite this article
Learn to Escape
Learn to Escape
Revista Latina de Comunicación Social
ABSTRACT
Introduction:
Methodology:
Learn to Escape
Results:
Discussion and conclusions:
Learn to Escape
Keywords
RESUMEN
Introducción:
escape room
Metodología:
escape rooms
Learn to Escape
escape room
Resultados:
escape rooms
Discusión y conclusiones:
escape room
Learn to Escape
Palabras clave:
escape room
1. INTRODUCTION
et al.
Premsa a les escoles
, La Prensa en mi mochila
Guerra a la mentira
.
Newtral
Maldita.es
Verificat
et al
et al.,
et al.,
Que no te la cuelen
Learn to Escape
1.1. Gamification as an educational tool
et al.
et al.,
et al.,
1.2. From the commercial escape room to the educational escape room
et al
et al
et al
et al
1.3. Gamification applied to media and information literacy
et al
et al
et al
et al
et al
et al
Chequeado
Maldita.es
La sala de escape de Chequeado
La fábrica de bulos
Salud Sin Bulos
Cruza la frontera
1.4. What is Learn to Escape?
Learn to Escape
Learn to Escape
2. RESEARCH OBJECTIVES
O1.
O2.
Learn to Escape
O3.
Learn to Escape
3. METHODOLOGY
Learn to Escape
Learn to Escape
Table 1.
Relationship of the research objectives and interview script.
Source:
4. RESULTS
4.2. Perceptions of the Learn to Escape proposal for working on MIL in the classroom
Learn to Escape
Learn to Escape
Learn to Escape
Learn to Escape
Learn to Escape
Learn to Escape
Learn to Escape
Bulolandia
Learn to Escape
Bulolandia
Learn to Escape
Learn to Escape
Learn to Escape
Table 2.
Advantages and disadvantages in the implementation of escape rooms as an educational resource applied to the field of MIL.
Source:
5. DISCUSSION AND CONCLUSIONS
et al
Learn to Escape
Learn to Escape
Learn to Escape
Learn to Escape
et al
et al
et al
et al
et al
6. REFERENCES
Digital News Report España 2023
Computers and Education
202
PLoS ONE
15
Educación en medios. Alfabetización, aprendizaje y cultura contemporánea
Jornada Abierta Prai-Unesco sobre Alfabetización Mediática e Informacional en Iberoamérica. Iniciativas para la educación mediática en la Península Ibérica: hacia una articulación coherente.
Catalan Journal of Communication & Cultural Studies
13
Journal of Education for Business
93
The Harvard Kennedy School (HKS) Misinformation Review
1
A Multi-Dimensional Approach to Disinformation: Report of the Independent High-Level Group on Fake News and Online Disinformation
Flash Eurobarometer 464: Fake News and Disinformation Online
Action Plan Against Disinformation: European Commission contribution to the European Council.
Gamification strategies for retention, motivation and engagement in higher education: emerging research and opportunities
Flow: The psychology of optimal experience.
Alfabetización mediática: contexto actual, legislación, casos de éxito, herramientas y recursos, y percepción y propuestas de especialistas y profesores
Computers in Human Behavior
Actas de la 15ª International Academic MindTrek Conference: Envisioning Future Media Environments
Educación y ciencia
8
Audio Revista de Espacio Sanitario. https://shorturl.at/mxzEJ
Comunicar
Education Sciences
12
Revista Educativa HEKADEMOS
EDUTEC. Revista Electrónica de Tecnología Educativa
Blog del Máster en Innovación en Periodismo. https://shorturl.at/fRS15
International Journal of Communication
Frontiers in Communication
8
Science
381
Comunicación
7
La Vanguardia
Societies
14
2014 47th Hawaii International Conference on System Science (HICSS)
Estudio de la alfabetización mediática en la Educación Secundaria Obligatoria.
Instituto Nacional de Ciberseguridad. https://shorturl.at/EGHIY
Manual de diseño de un juego de escape
Handbook of research on the influence and effectiveness of gamification in education
Revista Latina de Comunicación Social
The gamification of learning and instruction: game-based methods and strategies for training education
Education Sciences
9
Education Science
11
Convergence
26
Intermedia
32
La revolución de los medios audiovisuales. Educación y nuevas tecnologías
Qualitative Research
Desafío en el aula. Manual práctico para llevar los juegos de escape educativos a clase
Digital News Report 2023
Peeking behind the locked door: A survey of escape room facilities
Childhood Education
94
Actas del Congreso CHI PLAY '21: Annual Symposium on Computer-Human Interaction in Play
Disinformation and science: a survey of the gullibility of students with regard to false scientific news
Handbook of Research on the Influence and Effectiveness of Gamification in Education
The Library Quaterly
87
Journal of Language and Education
5
Profesional de la Información
32
Estudios sobre el Mensaje Periodístico
28
International Journal of Game-Based Learning
11
Bellaterra Journal of Teaching & Learning Language & Literature
14
Qualitative research methods. Collecting evidence, crafting analysis, communicating impact
Disinformation affecting the EU – Tackled but not tamed. Special report No 09
Alfabetización mediática e informacional
British Journal of Education Technology
51
Education Research Review
31
Charlemagne Prize Academy Annual Report on the Future of the Union
Science
359
Mass media research: an introduction
Studies in Higher Education
20
AUTHORS’ CONTRIBUTIONS, FUNDING AND ACKNOWLEDGMENTS
Authors’ contributions:
Funding:
AUTHORS:
Natàlia Lozano-Monterrubio
Índice H:
Orcid ID:
Roger Cuartielles
Índice H:
Orcid ID:
Google Scholar:
Nereida Carrillo-Pérez
Fake Over
Índice H:
Orcid ID:
Marta Montagut
Índice H:
Orcid ID:
Google Scholar:
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Revista Latina de Comunicación Social
Main Text
Escape rooms como metodología educativa para combatir la desinformación en alumnos de primaria y secundaria: el caso de Learn to Escape
ABSTRACT
RESUMEN
1. INTRODUCTION
1.1. Gamification as an educational tool
1.2. From the commercial escape room to the educational escape room
1.3. Gamification applied to media and information literacy
1.4. What is Learn to Escape?
2. RESEARCH OBJECTIVES
3. METHODOLOGY
4. RESULTS
4.2. Perceptions of the Learn to Escape proposal for working on MIL in the classroom
5. DISCUSSION AND CONCLUSIONS
6. REFERENCES
AUTHORS’ CONTRIBUTIONS, FUNDING AND ACKNOWLEDGMENTS
AUTHORS:
Related articles: