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dc.contributor.authorQueiruga Dios, María Araceli 
dc.contributor.authorSantos Sánchez, María Jesús 
dc.contributor.authorQueiruga-Dios, Marián
dc.contributor.authorGayoso Martínez, Víctor
dc.contributor.authorHernández Encinas, María Ascensión 
dc.date.accessioned2022-05-20T11:30:59Z
dc.date.available2022-05-20T11:30:59Z
dc.date.issued2020
dc.identifier.urihttp://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.sponsorshipThis 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.mimetypeapplication/pdf
dc.language.isoenges_ES
dc.rightsAttribution 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subjectbreakout; escape room; game-based learning; engineering educationes_ES
dc.titleA Virus Infected Your Laptop. Let’s Play an Escape Gamees_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publishversionhttps://doi.org/10.3390/math8020166es_ES
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenadores_ES
dc.identifier.doi10.3390/math8020166
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.identifier.essn2227-7390
dc.journal.titleMathematicses_ES
dc.volume.number8es_ES
dc.issue.number2es_ES
dc.page.initial166es_ES
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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