Digital Escape Room, Using Genial.Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain
<p>Description of the different game sequences of the escape room. Source [<a href="#B7-education-10-00271" class="html-bibr">7</a>].</p> "> Figure 2
<p>Algebraic mission to open the padlock.</p> "> Figure 3
<p>Difference of means between the exams.</p> "> Figure 4
<p>Assessments of Items 1–5.</p> "> Figure 5
<p>Assessments of Items 6–10.</p> "> Figure 6
<p>Assessment of Items 11–16.</p> ">
Abstract
:1. Introduction
- Intellectual benefits: It promotes logic, memory, concentration, attention, deductive thinking, creativity, imagination, mental agility, conflict resolution, time management and management of available resources;
- Social benefits: It favors teamwork, cooperation, the sum of skills, coordination and leadership;
- Emotional benefits: It promotes the expression of emotions and the feeling of accomplishment;
- Psychological benefits: It causes avoidance of routine and self-knowledge.
- Context: Contextualization is required to place the action. The context should be described to facilitate the experience to motivate the students. The game is intended to be of the interest to the player. Some of the most used themes are escape from somewhere, solve a murder and escape from prison;
- General information: It is important to detail the logic of the game rules, the operation of certain objects, the purpose, the objective, etc.;
- Game director or game master: They are responsible for exposing the participants to the context, the rules and general information. They will also verify the development of the action. In the case that participants are stuck in any part of the challenges, they can contact the game master to get some guidance or clue;
- Participants: These types of activities are designed to be developed in groups. It is through the cooperation of a group of people that challenges are overcome. With the contribution of the whole group and with the complementarity of the capacities of each one, it is possible to achieve success. The capacities are observation, memorization, pattern recognition, logic, etc. To guarantee the participation and the greatest potential for learning of the whole group, the number of participants must be of four to six members.
- Puzzles: These must be in relation to the context of the game and can be related to logic, precision, joining pieces, manipulating objects, etc. When solving these puzzles, a certain pattern must be followed, such as: opening a box closed with a padlock, finding a solution or having a reward.
- Sequence of the game: The main objective can be achieved in different ways:
- Linear path. This involves following a linear or sequential pattern. That is, one challenge must be achieved to access the next one.
- Open path. This implies an open pattern where it is not necessary to follow a certain sequence.
- Multilinear: This is a multi-sequential pattern where there is a high level of optionality and different options to complete the game.
2. Methodology
2.1. Sample
2.2. Procedure
- In order to open a new clue, you must play a song with the piano—but which melody should you play?
- The keys you must press are the solutions of the polynomial:
- Once the correct keys were pressed a note appears with another clue to continue with the following enigma, which is hidden, so they first need to find the location of that new clue.
- You need to find the combination that open the padlock, the solution is written as RKX, where those values are:
- ○
- R is the rest of the quotient:
- ○
- K is the value that makes the rest of the quotient equal to −4:
- ○
- X is the positive solution of:
2.3. Variables and Data Collection Tools
- Item 1—My learning results have increased;
- Item 2—I have fun while learning;
- Item 3—I have greater autonomy in my learning;
- Item 4—I have improved my learning process;
- Item 5—I have worked more on my oral expression;
- Item 6—I have worked more on my written expression;
- Item 7—I have increased my creativity;
- Item 8—I have increased my motivation;
- Item 9—I believe that learning is more active and experiential;
- Item 10—I see more possibilities to show, to the teacher or to my classmates, what I have learned;
- Item 11—I have more possibilities to work at my own pace;
- Item 12—I have facility to access the materials and contents;
- Item 13—I have been able to self-evaluate my learning process;
- Item 14—I have increased my learning working as a team;
- Item 15—I have increased my learning by helping my classmates;
- Item 16—I have increased my learning by the help of my classmates.
2.4. Data Analysis
2.5. Research Questions
- Can a digital escape room and a breakout help students in algebra learning process?
- Is it possible to develop a digital escape which increases the motivation of students?
3. Results and Discussion
3.1. Results Obtained in the Algebraic Fractions Exam
3.2. General Descriptive Statistics in the Equations Exam
3.3. Means Comparison in the Equations Exam
3.4. Satisfaction Questionnaire of the Escape Room
4. Conclusions and Limitations
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
- Instituto de la Juventud de Extremadura. Manual de Diseño de un Juego de Escape; Junta de Extremadura: Mérida, Mexico, 2018. (In Spanish) [Google Scholar]
- Vélez-Osorio, I.M. La gamificación en el aprendizaje de los estudiantes universitarios. Rastro-Rostros 2016, 18, 27–38. [Google Scholar] [CrossRef]
- Cain, J. Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class. Curr. Pharm. Teach. Learn. 2019, 11, 44–50. [Google Scholar] [CrossRef] [PubMed]
- Gómez-Urquiza, J.L.; Gómez-Salgado, J.; Albendín-García, L.; Correa-Rodríguez, M.; González-Jiménez, E.; La Fuente, G.C.-D. The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Educ. Today 2018, 72, 73–76. [Google Scholar] [CrossRef] [PubMed]
- Nicholson, S. Peeking behind the Locked Door: A Survey of Escape Room Facilities. 2015. Available online: http://scottnicholson.com/pubs/erfacwhite.pdf (accessed on 27 September 2020).
- Wiemker, M.; Elumir, E.; Clare, A. Escape room games: Can you transform an unpleasant situation into a pleasant one? Game Based Learning 55. 2015. Available online: https://thecodex.ca/wp-content/uploads/2016/08/00511Wiemker-et-al-Paper-Escape-Room-Games.pdf (accessed on 27 September 2020).
- García, P.A.T.; Gil, J.A.T.; Monteagudo, B.N.; Navarro, M.C. Escapa y Aprende: La Escape Room como Estrategia Educativa; UNO: Albacete, Spain, 2018. [Google Scholar]
- Dunleavy, T.K. High School Algebra Students Busting the Myth about Mathematical Smartness: Counterstories to the Dominant Narrative “Get It Quick and Get It Right” . Educ. Sci. 2018, 8, 58. [Google Scholar] [CrossRef] [Green Version]
- Breiteig, T.; Grevholm, B. The Transition from Arithmetic to Algebra: To Reason, Explain, Argue, Generalize and Justify. In Proceedings of the 30th Conference of the International Group for the Psychology of Mathematics Education, Prague, Czech Republic, 16–21 July 2006; En Novotná, J., Moraová, H., Krátká, M.Y., Stehlíková, N., Eds.; PME: Prague, Czech Republic, 2006; Volume 2, pp. 225–232. [Google Scholar]
- Malara, N.A.; Navarra, G. Promoting an early approach to the algebraic thought in primary and middle school. Consultado 2012, 28, 0572012. [Google Scholar]
- Staats, S.; Laster, L.A. Extending Universal Design for Learning through Concurrent Enrollment: Algebra Teachers’ Perspectives. Educ. Sci. 2018, 8, 154. [Google Scholar] [CrossRef] [Green Version]
- Godino, J.D.; Font, V. Razonamiento Algebraico y su Didáctica Para Maestros; Departamento de Didáctica de las Matemáticas, Universidad de Granada: Granada, Spain, 2003. [Google Scholar]
- Godino, J.D.; Aké, L.P.; Gonzato, M.; Wilhelmi, M.R. Niveles de algebrización de la actividad matemática escolar. Implicaciones para la formación de maestros. Enseñanza de las Ciencias Revista de Investigación y Experiencias Didácticas 2014, 32, 199–219. [Google Scholar] [CrossRef] [Green Version]
- Blanco Somolinos, R.; Solares Martínez, C. Bloques multibase, Algeblocks y Otros Recursos Para Tocar las Matemáticas en Primaria y Secundaria; VIII CIBEM; Congreso Iberoamericano de Educación Matemática: Madrid, Spain, 2017; pp. 477–484. [Google Scholar]
- Grupo Azarquiel. Ideas y Actividades Para Enseñar Álgebra; Editorial Sintesis: Madrid, Spain, 1991. [Google Scholar]
- Socas, M.M.; Camacho, M.; Palarea, M.; Hernández, J. Iniciación al Álgebra; Editorial Sintesis: Madrid, Spain, 1989. [Google Scholar]
- Sessa, C. Iniciacion al Estudio Didáctico del Álgebra; Libros del zorzal: Buenos aires, Argentina, 2005. [Google Scholar]
- Kieran, C.; Drijvers, P. The Co-Emergence of Machine Techniques, Paper-and-Pencil Techniques, and Theoretical Reflection: A Study of Cas use in Secondary School Algebra. Int. J. Comput. Math. Learn. 2006, 11, 205–263. [Google Scholar] [CrossRef]
- Samo, M.A. Students’ Perceptions about the Symbols, Letters and Signs in Algebra and How Do These Affect Their Learning of Algebra: A Case Study in a Government Girls Secondary School Karachi. Int. J. Math. Teach. Learn. 2009. Available online: https://eric.ed.gov/?id=EJ904876 (accessed on 30 September 2020).
- Ticknor, C.S. Situated learning in an abstract algebra classroom. Educ. Stud. Math. 2012, 81, 307–323. [Google Scholar] [CrossRef]
- Li, X. An Investigation of Secondary School Algebra Teachers’ Mathematical Knowledge for Teaching Algebraic Equation Solving. Ph.D. Thesis, The University of Texas at Austin, Austin, TX, USA, 2007. [Google Scholar]
- Siew, N.M.; Geofrey, J.; Lee, B.N. Students’ algebraic thinking and attitudes towards algebra: The effects of game-based learning using Dragonbox 12+ App. Electron. J. Math. Technol. 2016, 10, 66–79. [Google Scholar]
- García, I.; Cano, E. A computer game for teaching and learning algebra topics at undergraduate level. Comput. Appl. Eng. Educ. 2018, 26, 326–340. [Google Scholar] [CrossRef]
- De Castro JH, C.C.; Divino RJ, Z.; Cambe, W.J.; Lati, B.T.; Fabito, B.S.; Jamis, M.N. ALGEbright: Design of an Avatar Customization Game-Based Learning for Algebra. In Proceedings of the 2019 IEEE Student Conference on Research and Development (SCOReD), Perak, Malaysia, 15–17 October 2019; pp. 49–52. [Google Scholar]
- Faghihi, U.; Brautigam, A.; Jorgenson, K.; Martin, D.; Brown, A.; Elizabeth, M.; Maldonado-Bouchard, S. How Gamification Applies for Educational Purpose Specially with College Algebra. In Proceedings of the BICA 2014, 5th Annual International Conference on Biologically Inspired Cognitive Architectures, Cambridge, MA, USA, 7–9 November 2014; pp. 182–187. [Google Scholar]
- Andini, M.; Yunianta, T.N.H. The Development of Borad game “The Adventure of Algebra” in The Senior High School Mathematics Learning. Al-Jabar J. Pendidik. Mat. 2018, 9, 95–109. [Google Scholar] [CrossRef] [Green Version]
- Kolovou, A.; Heuvel-Panhuizen, M.V.D.; Köller, O.; van den Köller, M.H.-P. An Intervention Including an Online Game to Improve Grade 6 Students’ Performance in Early Algebra. J. Res. Math. Educ. 2013, 44, 510–549. [Google Scholar] [CrossRef]
- Heuvel-Panhuizen, M.V.D.; Kolovou, A.; Robitzsch, A. Primary school students’ strategies in early algebra problem solving supported by an online game. Educ. Stud. Math. 2013, 84, 281–307. [Google Scholar] [CrossRef]
- Lins, R.; Kaput, J. The early development of algebraic reasoning: The current state of the field. In The Teaching and Learning of Algebra. The 12th ICMI Study; Stacey, K., Chick, H., Kendal, M., Eds.; Kluwer Academic Publishers: Norwell, MA, USA, 2004; pp. 47–70. [Google Scholar]
- Cristóbal, M.S.S.; Martín, D.; Asencio, E.N.; Figueroa, J.T. Flipped classroom y didáctica de las matemáticas en la formación online de Maestros de Educación Infantil. Revista Electrónica Interuniversitaria de Formación del Profesorado 2017, 20, 1. [Google Scholar] [CrossRef] [Green Version]
- Prieto, M.C.; Palma, L.O.; Tobías, P.J.B.; León, F.J.M. Student Assessment of the Use of Kahoot in the Learning Process of Science and Mathematics. Educ. Sci. 2019, 9, 55. [Google Scholar] [CrossRef] [Green Version]
- Jordán, C.; Magreñán, Á.A.; Orcos, L. Considerations about Flip Education in the Teaching of Advanced Mathematics. Educ. Sci. 2019, 9, 227. [Google Scholar] [CrossRef] [Green Version]
- Arís, N.; Orcos, L. Educational Robotics in the Stage of Secondary Education: Empirical Study on Motivation and STEM Skills. Educ. Sci. 2019, 9, 73. [Google Scholar] [CrossRef] [Green Version]
Year | Variable | Number of Responses | Mean |
---|---|---|---|
2019 | algebraic fractions | 51 | 5.1171 |
2020 | algebraic fractions | 48 | 5.2347 |
Exam | Value of F | Associated Significance |
---|---|---|
Algebraic fractions | 0.022 | 0.882 |
Exam | Value of t | gl | Sig; (bil) | Mean Differences |
---|---|---|---|---|
Algebraic fractions | −0.208 | 98 | 0.836 | −0.11764 |
Year | Variable | Number of Responses | Mean |
---|---|---|---|
2019 | Equations | 48 | 5.1510 |
2020 | Equations | 48 | 7.0469 |
Exam | Value of F | Associated Significance |
---|---|---|
Equations | 1.381 | 0.243 |
Exam | Value of t | gl | Sig. (bil) | Mean Differences |
---|---|---|---|---|
Equations | −3.131 | 94 | 0.002 | −1.89583 |
Items | Tau b de Kendall | Sig. |
---|---|---|
15–16 | 0.681 | 0.000 |
8–13 | 0.655 | 0.000 |
3–4 | 0.537 | 0.000 |
14–15 | 0.511 | 0.000 |
1–8 | 0.456 | 0.000 |
2–10 | 0.455 | 0.000 |
8–9 | 0.417 | 0.001 |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Jiménez, C.; Arís, N.; Magreñán Ruiz, Á.A.; Orcos, L. Digital Escape Room, Using Genial.Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain. Educ. Sci. 2020, 10, 271. https://doi.org/10.3390/educsci10100271
Jiménez C, Arís N, Magreñán Ruiz ÁA, Orcos L. Digital Escape Room, Using Genial.Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain. Education Sciences. 2020; 10(10):271. https://doi.org/10.3390/educsci10100271
Chicago/Turabian StyleJiménez, Cristina, Nuria Arís, Ángel Alberto Magreñán Ruiz, and Lara Orcos. 2020. "Digital Escape Room, Using Genial.Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain" Education Sciences 10, no. 10: 271. https://doi.org/10.3390/educsci10100271
APA StyleJiménez, C., Arís, N., Magreñán Ruiz, Á. A., & Orcos, L. (2020). Digital Escape Room, Using Genial.Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain. Education Sciences, 10(10), 271. https://doi.org/10.3390/educsci10100271