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Understanding Factors Affecting Student Satisfaction/Dissatisfaction with Digital Escape Rooms: an Exploration Using a Fuzzy-Set Configurational Approach

EasyChair Preprint 9998

6 pagesDate: May 7, 2023

Abstract

Game-based learning is increasing in popularity within the education system. Researchers argue that one of the reasons is that this type of learning offers an experience of playfulness and collaboration among students. “Escape rooms” are one such type of game-based learning. Escape rooms expose students to a relevant story that needs to be solved in groups within a limited time. As a number of universities switched to online learning environments due to COVID-19 pandemic, it is important to understand the effectiveness of digital escape rooms. The aim of this research is to evaluate factors affecting student satisfaction/dissatisfaction with digital escape rooms during a revision lecture in the context of management and marketing courses by using an extension of the Technology Adoption Model. The current study proposes a holistic approach to understanding students’ satisfaction/dissatisfaction with the use of digital escape rooms by using fuzzy-set qualitative comparative analysis (fsQCA). Through the use of a qualitative comparative analysis approach, this study seeks insights of what causes students’ satisfaction/dissatisfaction.

Keyphrases: Digital escape rooms, Technology Enhanced Learning, educational escape rooms, fsQCA

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
@booklet{EasyChair:9998,
  author    = {Elvira Ismagilova and Daniele Doneddu and Yogesh Dwivedi},
  title     = {Understanding Factors Affecting Student Satisfaction/Dissatisfaction with Digital Escape Rooms: an Exploration Using a Fuzzy-Set Configurational Approach},
  howpublished = {EasyChair Preprint 9998},
  year      = {EasyChair, 2023}}
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