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dc.contributor.authorSipone, Silvia 
dc.contributor.authorRodríguez Gutiérrez, Andrés
dc.contributor.authorMoura Berodia, José Luis
dc.contributor.authorRojo Arce, Marta 
dc.date.accessioned2025-02-12T12:18:57Z
dc.date.available2025-02-12T12:18:57Z
dc.date.issued2024-02
dc.identifier.issn2352-1465
dc.identifier.urihttp://hdl.handle.net/10259/10216
dc.descriptionComunicación presentada en: 25th Euro Working Group on Transportation Meeting (EWGT) 2023, durante los días 6-8 de septiembre en Santander (Cantabria)es
dc.description.abstractGamification and Escape Rooms (ER) are becoming useful tools to encourage attitudinal and behavioural changes and increase learning. In the field of sustainable mobility their use is not widespread and is, in most cases, related to digital games and mobile applications aimed largely at an adult audience. In this study, we explore the potential of this tool to encourage the learning of sustainable mobility concepts in children between the ages of 10 and 13. The experience created, through the resolution of tests and puzzles, has led the 105 students involved to experience, in a playful environment, the formation and learning of sustainable mobility concepts. To measure learning, a pre- and post-experience questionnaire has been provided and the results have been classified with some characteristics of the students such as gender and mobility habits. The analysis of the questionnaire data using multinomial logit models has allowed us to determine which variables affect the probability of answering correctly before and after the experience. In the results obtained we can observe that gender, bicycle use, public transport or the presence of many cars in the family are relevant variables when it comes to having knowledge about mobility issues and that the ER experience has favored a change, although minimal, in the acquisition of sustainable mobility concepts.en
dc.description.sponsorshipThis research has been made possible thanks to the Margarita Salas Fellowship funded by the European Union's NextGenerationEU funds through the "Recovery, Transformation and Resilience Plan".en
dc.format.mimetypeapplication/pdf
dc.language.isoenges
dc.publisherElsevieres
dc.relation.ispartofTransportation Research Procedia. 2025, V. 78, p. 538-545es
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectSustainable mobilityen
dc.subjectEscape roomen
dc.subjectEducationen
dc.subjectLearningen
dc.subjectMultinomial logiten
dc.subject.otherEducaciónes
dc.subject.otherEducationen
dc.subject.otherTransporte sosteniblees
dc.subject.otherSustainable transportationen
dc.subject.otherJuegoses
dc.subject.otherGamesen
dc.titleThe use of Escape Room as an alternative teaching strategy for sustainable mobilityen
dc.typeinfo:eu-repo/semantics/articlees
dc.typeinfo:eu-repo/semantics/conferenceObject
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.relation.publisherversionhttps://doi.org/10.1016/j.trpro.2024.02.067es
dc.identifier.doi10.1016/j.trpro.2024.02.067
dc.journal.titleTransportation Research Procediaes
dc.volume.number78es
dc.page.initial538es
dc.page.final545es
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones


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