Digital Resources and Escape Rooms: Innovative Strategies That Improve Motivation

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Title: Digital Resources and Escape Rooms: Innovative Strategies That Improve Motivation
Language: English
Authors: Maria Valentina Toral Murillo, Melissa Fernandez Torres (ORCID 0009-0001-4080-958X), Karen Itzel Mexicano Muro (ORCID 0009-0006-7023-0524), Elvira Rodriguez Flores (ORCID 0000-0001-9258-8486)
Source: Journal of Education and e-Learning Research. 2025 12(3):429-438.
Availability: Asian Online Journal Publishing Group. 244 Fifth Avenue Suite D42, New York, NY 10001. Fax: 212-591-6094; e-mail: info@asianonlinejournals.com; Web site: http://www.asianonlinejournals.com
Peer Reviewed: Y
Page Count: 10
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation, Gamification, Technology Uses in Education, Educational Technology, Educational Games, Game Based Learning, Problem Solving, Teaching Methods, Electronic Learning
Geographic Terms: Mexico
ISSN: 2518-0169
2410-9991
Abstract: Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is to determine the correlation of motivation in medical students using the Sectra Table digital tool versus nursing students who implemented escape rooms in anatomy sessions. This study was carried out at the Universidad Autónoma de Guadalajara. It is a cross-sectional study using a descriptive analysis technique for comparing samples. With a convenience sample of 72 students from the medicine and nursing program, subjecting medicine students to Sectra Table learning and nursing students to escape rooms determining the level of motivation using the RIMMS questionnaire with an alpha greater than 0.81 for all constructs having as independent variables, confidence, attention, relevance and satisfaction. We performed a statistical analysis by a two-sample comparison model. Obtaining that "escape room" presented higher levels of motivation and with a p-value of 0.0000 satisfaction presented greater motivation levels. Gamification prepares today's society and helps them acquire professional skills that prepare them for life.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1483688
Database: ERIC
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  Availability: 0
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  Data: Digital Resources and Escape Rooms: Innovative Strategies That Improve Motivation
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  Data: <searchLink fieldCode="AR" term="%22Maria+Valentina+Toral+Murillo%22">Maria Valentina Toral Murillo</searchLink><br /><searchLink fieldCode="AR" term="%22Melissa+Fernandez+Torres%22">Melissa Fernandez Torres</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0001-4080-958X">0009-0001-4080-958X</externalLink>)<br /><searchLink fieldCode="AR" term="%22Karen+Itzel+Mexicano+Muro%22">Karen Itzel Mexicano Muro</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0006-7023-0524">0009-0006-7023-0524</externalLink>)<br /><searchLink fieldCode="AR" term="%22Elvira+Rodriguez+Flores%22">Elvira Rodriguez Flores</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-9258-8486">0000-0001-9258-8486</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Journal+of+Education+and+e-Learning+Research%22"><i>Journal of Education and e-Learning Research</i></searchLink>. 2025 12(3):429-438.
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  Data: Asian Online Journal Publishing Group. 244 Fifth Avenue Suite D42, New York, NY 10001. Fax: 212-591-6094; e-mail: info@asianonlinejournals.com; Web site: http://www.asianonlinejournals.com
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  Data: 10
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  Data: <searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Medical+Students%22">Medical Students</searchLink><br /><searchLink fieldCode="DE" term="%22Nursing+Students%22">Nursing Students</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Technology%22">Educational Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Solving%22">Problem Solving</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Mexico%22">Mexico</searchLink>
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  Data: 2518-0169<br />2410-9991
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is to determine the correlation of motivation in medical students using the Sectra Table digital tool versus nursing students who implemented escape rooms in anatomy sessions. This study was carried out at the Universidad Autónoma de Guadalajara. It is a cross-sectional study using a descriptive analysis technique for comparing samples. With a convenience sample of 72 students from the medicine and nursing program, subjecting medicine students to Sectra Table learning and nursing students to escape rooms determining the level of motivation using the RIMMS questionnaire with an alpha greater than 0.81 for all constructs having as independent variables, confidence, attention, relevance and satisfaction. We performed a statistical analysis by a two-sample comparison model. Obtaining that "escape room" presented higher levels of motivation and with a p-value of 0.0000 satisfaction presented greater motivation levels. Gamification prepares today's society and helps them acquire professional skills that prepare them for life.
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  Data: As Provided
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  Data: 2025
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  Data: EJ1483688
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RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 10
        StartPage: 429
    Subjects:
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Medical Students
        Type: general
      – SubjectFull: Nursing Students
        Type: general
      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Technology Uses in Education
        Type: general
      – SubjectFull: Educational Technology
        Type: general
      – SubjectFull: Educational Games
        Type: general
      – SubjectFull: Game Based Learning
        Type: general
      – SubjectFull: Problem Solving
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Electronic Learning
        Type: general
      – SubjectFull: Mexico
        Type: general
    Titles:
      – TitleFull: Digital Resources and Escape Rooms: Innovative Strategies That Improve Motivation
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            NameFull: Maria Valentina Toral Murillo
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            NameFull: Melissa Fernandez Torres
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            NameFull: Karen Itzel Mexicano Muro
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            NameFull: Elvira Rodriguez Flores
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