| dc.contributor.author | Queiruga Dios, María Araceli | |
| dc.contributor.author | Santos Sánchez, María Jesús | |
| dc.contributor.author | Queiruga-Dios, Marián | |
| dc.contributor.author | Gayoso Martínez, Víctor | |
| dc.contributor.author | Hernández Encinas, María Ascensión | |
| dc.date.accessioned | 2022-05-20T11:30:59Z | |
| dc.date.available | 2022-05-20T11:30:59Z | |
| dc.date.issued | 2020 | |
| dc.identifier.uri | http://hdl.handle.net/10366/149816 | |
| dc.description.abstract | [EN]Have you ever thought what would happen if a ransomware infected your laptop? This type of
virus kidnaps files and encrypts them, and the only way to recover the data is by paying in bitcoin or some
other cryptocurrency. This situation is undoubtedly terrible. All of your work, projects, and personal
files will not be available (unless you pay the ransom). The first time students watched a video that
contextualizes this stressful situation, they thought that they had been attacked by a computer virus.
Fortunately, the panic only lasted a few seconds. This is the way to start a game called breakout or escape
room. The difference between these two words is that, in the first case, the goal is to open a padlocked
box, while the objective of an escape room is to find the key that allows to get out of a room. Both games
are similar, containing riddles, puzzles, problems and some clues that would help the players to find
the solution. This study analyses the use of a breakout game for educational purposes, more specifically
in a university context. The experiment conducted mixes game–based learning methodologies with
engineering students learning Linear Algebra, Calculus or Cryptography, which has allowed us to obtain
promising results about the usage of this methodology. | es_ES |
| dc.description.sponsorship | This work has been supported in part by the Erasmus+ program of the European Union under
grant 2017-1-ES01-KA203-038491 (RULES_MATH), in part by Ministerio de Ciencia, Innovaci n y Universidades
(MCIU, Spain), Agencia Estatal de Investigaci n (AEI, Spain), and Fondo Europeo de Desarrollo Regional
(FEDER, UE) under Project COPCIS (grant number TIN2017-84844-C2-1-R) and Project MAGERAN (grant number
TIN2017-84844-C2-2-R). | es_ES |
| dc.format.mimetype | application/pdf | |
| dc.language.iso | eng | es_ES |
| dc.rights | Attribution 4.0 Internacional | * |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | * |
| dc.subject | breakout; escape room; game-based learning; engineering education | es_ES |
| dc.title | A Virus Infected Your Laptop. Let’s Play an Escape Game | es_ES |
| dc.type | info:eu-repo/semantics/article | es_ES |
| dc.relation.publishversion | https://doi.org/10.3390/math8020166 | es_ES |
| dc.subject.unesco | 1203.10 Enseñanza Con Ayuda de Ordenador | es_ES |
| dc.identifier.doi | 10.3390/math8020166 | |
| dc.rights.accessRights | info:eu-repo/semantics/openAccess | es_ES |
| dc.identifier.essn | 2227-7390 | |
| dc.journal.title | Mathematics | es_ES |
| dc.volume.number | 8 | es_ES |
| dc.issue.number | 2 | es_ES |
| dc.page.initial | 166 | es_ES |
| dc.type.hasVersion | info:eu-repo/semantics/publishedVersion | es_ES |