Escape room in 3D virtual worlds: Reflections on new digital skills for innovative teaching by special educational teachers in training
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Abstract
The introduction of virtual worlds and digital escape rooms in education marks a significant milestone for inclusive education. This study explored the impact of 3D Learning Virtual Worlds and escape rooms on the motivation and digital skills of 840 special education teachers in training at the University of Foggia. Using the DigiComp 2.2 framework and the FrameVR.io platform, participants created immersive virtual worlds and designed educational escape rooms during their internships. Results showed significant improvements in digital skills, particularly in problem-solving and digital content creation. Moreover, the System Usability Scale (SUS) analysis highlighted a positive perception of the usability of virtual worlds, with room for improvement. The study confirms the potential of virtual worlds in promoting active and inclusive learning, offering new opportunities for the digital transformation of education.
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