Βιβλιογραφία

Al Rowais, A. S. (2019). Effectiveness of Marzano’s Dimensions of Learning Model in the Development of Creative Thinking Skills among Saudi Foundation Year Students. World Journal of Education, 9(4), 49-64.

Cornell University. (2022). Active Learning | Center for Teaching Innovation. Teaching.cornell.edu. https://teaching.cornell.edu/teaching-resources/active-collaborative-learning/active-learning

Creating a WebQuest | It’s Easier Than You Think | Education World. (n.d.). Www.educationworld.com. https://www.educationworld.com/a_tech/tech/tech011.shtml

Dodge, B. (1995). Webquest: uma técnica para aprendizagem na rede internet. The Distance Educator, 1(2), 1-4.

George, T. (2021, August 26). Credible Sources and How to Spot Them. Scribbr. https://www.scribbr.com/working-with-sources/credible-sources/

George, T. (2021, August 27). Evaluating sources with the CRAAP test. Scribbr. https://www.scribbr.com/working-with-sources/craap-test/

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Kurt, S. (2021, January 27). WebQuest: An Inquiry-oriented Approach in Learning. Educational Technology. https://educationaltechnology.net/webquest-an-inquiry-oriented-approach-in-learning/

Lior, S. (2020). Studying big data using virtual escape rooms. International Journal of Advanced Statistics and IT&C for Economics and Life Sciences, 10(1), 23-30.

López-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2019). Examining the use of an educational escape room for teaching programming in a higher education setting. IEEE Access, 7, 31723-31737.

Lutsenko, N. S., Sidelnik, E. A., & Melnik, O. G. (2019). Webquest In Teaching Students. In N. I. Almazova, A. V. Rubtsova, & D. S. Bylieva (Eds.), Professional Сulture of the Specialist of the Future, vol 73. European Proceedings of Social and Behavioural Sciences (pp. 618-629). Future Academy. https://doi.org/10.15405/epsbs.2019.12.66.

Makri, A., Vlachopoulos, D., & Martina, R. A. (2021). Digital escape rooms as innovative pedagogical tools in education: A systematic literature review. Sustainability, 13(8), 4587

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247.

Stauffer, B. (2022, January 10). What Are 21st Century Skills? Www.aeseducation.com. https://www.aeseducation.com/blog/what-are-21st-century-skills

Tamosevicius, R. (2022, November 22). Why Is Game-Based Learning Important? ELearning Industry. https://elearningindustry.com/why-is-game-based-learning-important

Thurner-Irmler, J., & Menner, M. (2020). The Development and Testing of a Self-designed Escape Room as a Concept of Knowledge Transfer into Society. In Serious Games: Joint International Conference, JCSG 2020, Stoke-on-Trent, UK, November 19–20, 2020, Proceedings 6 (pp. 105-116). Springer International Publishing.

Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166, 104156.