An experiment by Almudena Macías Guillen, harvested from e-cienciaDatos, describes an Educational Hall Escape activity applied to undergraduate business economy students. The study, last updated in October 2025, analyzes the method's influence on learning processes, emotions, and motivation using an exam and a Gamefulquest survey. Results indicate the activity was perceived as a game and improved motivation, though academic results remained steady.
Use Cases
- Analyzing the impact of gamified learning on student motivation based on the described survey and exam results.
- Studying emotional bonds to academic subjects based on the described experimental and control group design.
- Evaluating educational escape room adaptations in business economy curricula based on the described method.
- Comparing perceived game experience against academic performance based on the described outcome measures.
Strengths
- Describes a novel application of the Educational Hall Escape method in business economy, not previously reported in literature.
- Uses a controlled experimental design with an experimental group and a control group.
- Employs two measurement tools: an exam and the Gamefulquest survey.
Limitations
- Column-level documentation is absent; field semantics must be inferred after download.
- Row count is unknown, which may limit suitability assessment.
- Description metadata is limited; actual data quality requires manual inspection after download.
Provenance
- Source
- Macías Guillen, Almudena via e-cienciaDatos Harvested Dataverse
- Collection Method
- An experiment with control and experimental groups, using an exam and a Gamefulquest survey.
- Time Range
- null
- Freshness
- Last updated 2025-10-14 21:44:18; freshness should be verified.
- Geography
- null