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Table 4 Global opinion of the escape room divided by sections

From: A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students

 

Assessment

Very unfavourably

Unfavourably

Indifferent

Favourably

Very favourably

Knowledge section.

2.7% (n = 2)

4.1% (n = 3)

4.1% (n = 3)

51.4% (n = 38)

37.8% (n = 28)

Curricular skills section.

2.7% (n = 2)

4.1% (n = 3)

48.6% (n = 36)

44.6% (n = 33)

Immersion, engagement, and fun section.

2.7% (n = 2)

27% (n = 20)

70.3% (n = 52)

Learning tools, content, and materials section.

1.4% (n = 1)

6.8% (n = 5)

21.6% (n = 16)

70.3% (n = 52)