Downloads provided by UsageCounts
The paper deals with the need for didactic and technological educational innovations in digital education invironment, suggesting gamification as a solution for insuring attractiveness of higher education institution. The authors look into the advantages of gamification and its positive impact on learning efficiency, among which acquisition of a wider range of skills and competences, increased learners’ engagement and higher motivation. The paper refers to academic works that highlight the importance of linking a game design with pedagogical principles, and prove that gamification as an approach meets three universal, basic psychological needs that influence human action: experience of competence, experience of autonomy and experience of social inclusion. The paper focuses on a certain innovative type of education games – escape games defined as “liveaction team-based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to achieve a specific goal (usually escaping from the room) in a limited amount of time”. Escape games are considered to have great potential in entrepreneurship education where solving realworld problems (for example, through new business models or product innovations) is a central task. A lack of existing, already evaluated game design elements can be listed as a reason for the deficient implementation of Educational Escape Rooms in Entrepreneurship Education. In order to counteract this lack, according to the authors, it is of central importance to develop one’s own Escape Games that are oriented towards current learning content.
digital education environment, gamification, game design, escape games, entrepreneurship education
digital education environment, gamification, game design, escape games, entrepreneurship education
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
| views | 5 | |
| downloads | 9 |

Views provided by UsageCounts
Downloads provided by UsageCounts