A DIGITAL ESCAPE ROOM BASED ON WAVE PHENOMENA (MECHANICAL AND ELECTROMAGNETIC): AN AUSUBELIAN GAMIFICATION PROPOSAL

Authors

  • Estefane Bahia da Silva Author
  • Marcelo Albano Moret Simões Gonçalves Author
  • José Roberto de Araújo Fontoura Author
  • José Vicente Cardoso Santos Author

DOI:

https://doi.org/10.56238/arev7n11-209

Keywords:

Gamification, Wave Physics, Escape Room, Digital Learning

Abstract

This research considers that the teaching of Physics, especially in the area of wave phenomena, faces challenges due to the abstraction of concepts such as interference, diffraction, resonance, echo, and sound beats, making learning difficult and unengaging. Therefore, its general objective is to develop the effectiveness of a gamified digital escape room, based on wave physics phenomena – such as interference, diffraction, reflection, and refraction – aiming to improve the engagement and conceptual understanding of high school students. Specific objectives include: identifying the students' greatest conceptual difficulties; creating interactive challenges in the Genially environment; applying the game as a pedagogical resource; and finally, evaluating the product's acceptance and the motivation of the test group. The methodology comprises a literature review on gamification and physics teaching, analysis of case studies, and the development of a digital escape room composed of four progressive puzzles, each addressing a distinct wave phenomenon. The game will be applied to a pilot (beta) class, using pre- and post-learning tests, motivation questionnaires, and participant observation to evaluate the product's acceptance within the class. The theoretical framework is based on Ausubel's Theory of Meaningful Learning and the principles of gamification, associating active learning and digital immersion. It is concluded that the use of digital escape rooms, by integrating elements of game, narrative, and interactive simulation, contributes to overcoming the barriers of abstraction in physics teaching, promoting more dynamic, meaningful, and collaborative learning, capable of increasing both motivation and content retention among students.

Downloads

Download data is not yet available.

References

ACOSTA-MEDINA, J. K.; TORRES-BARRETO, M. L. Students' preference for the use of gamification in virtual learning environments. Australasian Journal of Educational Technology, v. 37, n. 4, 2021. Disponível em: https://ajet.org.au/index.php/AJET/article/view/6512. Acesso em: 6 nov. 2025.

ALNUAIM, A. The impact and acceptance of gamification by learners in a digital literacy course at the undergraduate level: randomized controlled trial. JMIR Games, v. 1, e52017, 2024. Disponível em: https://games.jmir.org/2024/1/e52017. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.2196/52017

ANASTOPOULOS, C. Particle or wave: the evolution of the concept of matter in modern physics. Cambridge: Cambridge University Press, 2020. Disponível em: https://www.researchgate.net/publication/240613661_Particle_or_Wave_The_Evolution_of_the_Concept_of_Matter_in_Modern_Physics. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.2307/j.ctv17db3pg

ANURADHANI, N.; YATIGAMMANA, K.; WIJAYARATHNA, G. Defining gamification: a systematic literature review for developing a process-oriented definition. Journal of Multidisciplinary and Translational Research, v. 9, n. 1, 2024. Disponível em: https://www.researchgate.net/publication/383037975_Defining_gamification_a_systematic_literature_review_for_developing_a_process-oriented_definition. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.4038/jmtr.v9i1.6

AUSUBEL, D. P. Aquisição e retenção de conhecimentos: uma perspectiva cognitiva. Lisboa: Plátano, 2003. Disponível em: https://www.uel.br/pos/ecb/pages/arquivos/Ausubel_2000_Aquisicao%20e%20retencao%20de%20conhecimentos.pdf. Acesso em: 16 jul. 2025.

AUSUBEL, D. P. Aquisição e retenção de conhecimentos: uma perspectiva cognitiva. Lisboa: Plátano Edições Técnicas, 2003.

AUSUBEL, D. P. Educational Psychology: A Cognitive View. 2a. ed. New York: Holt, Rinehart and Winston, 1980.

AUSUBEL, D. P. Psicologia Educacional. 2ª. ed. Rio de Janeiro: LTC, 2000.

AUSUBEL, D. P. The Psychology of Meaningful Verbal Learning. New York: Grune & Stratton, 1963.

BARTOSOVIC, L.; DEMKANIN, P.; CERVENOVA, D. Experience from integration of an introductory physics course: focus on the Doppler effect lesson. INTED Proceedings, 2025. Disponível em: https://library.iated.org/view/BARTOSOVIC2025EXP. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.21125/inted.2025.0480

BENCSIK, R.; SCHNIDER, D. Cognitive development in a creative environment - online escape rooms for physics classes. [S.l.]: ResearchGate, 2025. Disponível em: https://www.researchgate.net/publication/394317526_Cognitive_Development_in_A_Creative_Environment_-_Online_Escape_Rooms_for_Physics_Classes. Acesso em: 6 nov. 2025.

BIRNKAMMERER, H.; URLBAUER, P. Development of an educational escape room to foster digitalization-related skills among teacher education students. INTED Proceedings, v. 1, n. 2, 2025. Disponível em: https://library.iated.org/view/BIRNKAMMERER2025DEV. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.21125/inted.2025.1619

BLEISTEIN, N. Mathematical methods for wave phenomena. New York: Springer, 2012. Disponível em: https://epdf.pub/mathematical-methods-for-wave-phenomena-computer-science-and-applied-mathematics.html. Acesso em: 6 nov. 2025.

BORRÁS-GENÉ, O.; DÍEZ, R. M.; MACÍAS-GUILLÉN, A. Digital educational escape room analysis using learning styles. Information, v. 13, n. 11, p. 522, 2022. Disponível em: https://www.mdpi.com/2078-2489/13/11/522. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.3390/info13110522

BUNAWAN, W.; YANTI, J. Analysis of competency level for wave science in general physics-based on literacy science in PISA. Journal of Physics: Conference Series, v. 1485, n. 1, p. 012012, 2020. Disponível em: https://iopscience.iop.org/article/10.1088/1742-6596/1485/1/012012/meta. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1088/1742-6596/1485/1/012012

CAMACHO-SÁNCHEZ, R.; MANZANO-LEÓN, A. Game-based learning and gamification in physical education: a systematic review. Education Sciences, v. 13, n. 2, p. 183, 2025. Disponível em: https://www.mdpi.com/2227-7102/13/2/183. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.3390/educsci13020183

CARVALHO, C. V.; COELHO, A. Game-based learning, gamification in education and serious games. Computers, v. 11, n. 3, p. 36, 2025. Disponível em: https://www.mdpi.com/2073-431X/11/3/36. Acesso em: 6 nov. 2025.

CAVUS, N.; IBRAHIM, I.; OKONKWO, M. O.; AYANSINA, N. B.; MODUPEOLA, T. The effects of gamification in education: a systematic literature review. Brain: Broad Research in Artificial Intelligence and Neuroscience, v. 14, n. 2, p. 211-241, 2023. Disponível em: https://www.researchgate.net/publication/372740575_The_Effects_of_Gamification_in_Education_A_Systematic_Literature_Review. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.18662/brain/14.2/452

CESPÓN, M. T.; DÍAZ LAGE, J. M. Gamification, online learning and motivation: a quantitative and qualitative analysis in higher education. Contemporary Educational Technology, v. 14, n. 3, p. 1-16, 2022. Disponível em: https://www.cedtech.net/article/gamification-online-learning-and-motivation-a-quantitative-and-qualitative-analysis-in-higher-12297. Acesso em: 6 nov. 2025.

CHEKOUR, M. The impact perception of the resonance phenomenon simulation on the learning of physics concepts. European Journal of Physics Education, 2018. Disponível em: https://iopscience.iop.org/article/10.1088/1361-6552/aac984/meta. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1088/1361-6552/aac984

CHOUDHARY, R.; KRAUS, U.; KERSTING, M.; BLAIR, D. Einsteinian physics in the classroom: integrating physical and digital learning resources in the context of an international research collaboration. International Journal of Innovation in Science Education, 2019. Disponível em: https://www.worldscientific.com/doi/abs/10.1142/S2661339519500161. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1142/S2661339519500161

CHRISTOPOULOS, A. Gamification in education. Education Sciences, v. 11, n. 1, p. 89-98, 2023. Disponível em: https://www.mdpi.com/2673-8392/3/4/89. Acesso em: 6 nov. 2025.

COELHO, F.; RANDO, B.; APARÍCIO, D.; PONTÍFICE-SOUSA, P.; GONÇALVES, D.; ABREU, A. M. The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial. Journal of Computers in Education, v. 12, n. 4, p. 101-120, 2025. Disponível em: https://link.springer.com/article/10.1007/s40692-025-00366-x. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1007/s40692-025-00366-x

CUNHA, L. G. O uso de metodologias ativas para o desenvolvimento da aprendizagem significativa no estudo de ondulatória: um relato de experiência em uma escola. Porto Alegre: Universidade Federal do Rio Grande do Sul, 2024. Disponível em: https://lume.ufrgs.br/bitstream/handle/10183/284749/001240862.pdf. Acesso em: 6 nov. 2025.

DAHALAN, F.; ALIAS, N.; SHAHAROM, M. S. N. Gamification and game based learning for vocational education and training: a systematic literature review. Education and Information Technologies, 2025. Disponível em: https://link.springer.com/article/10.1007/s10639-022-11548-w. Acesso em: 6 nov. 2025.

DETERDING, S. et al. Gamification: using game design elements in non-gaming contexts. In: CHI ‘11 Extended Abstracts on Human Factors in Computing Systems. ACM, 2011. Disponível em: https://dl.acm.org/doi/10.1145/1979742.1979575. Acesso em: 16 jul. 2025. DOI: https://doi.org/10.1145/1979742.1979575

ERTAN, K.; KOCADERE, S. A. Gamification design to increase motivation in online learning environments: a systematic review. Journal of Learning and Teaching in Digital Age, v. 7, n. 1, p. 45-60, 2022. Disponível em: https://dergipark.org.tr/en/pub/joltida/issue/71180/1020044. Acesso em: 6 nov. 2025.

FALKENBURG, B. What are the phenomena of physics? Synthese, v. 182, p. 55-73, 2011. Disponível em: https://doi.org/10.1007/s11229-009-9617-6. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1007/s11229-009-9617-6

FILIPPONE, A.; BARBIERI, U.; MARSICO, E. Escape room in 3D virtual worlds: reflections on new digital skills for innovative teaching by special educational teachers in training. Italian Journal of Educational Technology, 2025. Disponível em: https://www.ijet.itd.cnr.it/index.php/td/article/view/1454. Acesso em: 6 nov. 2025.

FIRWANA, A.; SHOUQER, M. A.; AQEL, M. Effectiveness of e-learning environments in developing skills for designing e-tivities based on gamification for teachers of technology in Gaza. Education in the Knowledge Society, v. 22, 2021. Disponível em: https://revistas.usal.es/index.php/eks/article/view/23907. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.14201/eks.23907

FOTARIS, P.; MASTORAS, T. Escape rooms for learning: a systematic review. Interactive Learning Environments, v. 29, n. 5, p. 645-656, 2019. Disponível em: https://www.researchgate.net/publication/336374954_Escape_Rooms_for_Learning_A_Systematic_Review. Acesso em: 16 jul. 2025.

FRONTIERS. Impact of gamification on school engagement: a systematic review. Frontiers in Education, 2024. Disponível em: https://www.frontiersin.org/journals/education/articles/10.3389/feduc.2024.1466926/full. Acesso em: 6 nov. 2025.

FUCHS, F. The role and scope of gamification in education. Educational Research Review, v. 47, n. 2, p. 221-239, 2025. Disponível em: https://www.sciencedirect.com/science/article/pii/S0001691825007310. Acesso em: 6 nov. 2025.

GENIALLY. Online escape room templates. [S.l.]: Genially, 2024. Disponível em: https://genially.com/templates/games/escape-room/. Acesso em: 6 nov. 2025.

GINI, R. Gamification and motivation in digital education. Journal of Educational Technology Research, 2025.

GRAHN, J. A. See what I hear? Beat perception in auditory and visual rhythms. Experimental Brain Research, v. 220, n. 1, p. 51-60, 2012. Disponível em: https://link.springer.com/article/10.1007/s00221-012-3114-8. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1007/s00221-012-3114-8

HALLIFAX, S. Adaptive gamification of digital learning environments. Lyon: Université de Lyon, 2020. Disponível em: https://theses.hal.science/tel-03125624/. Acesso em: 6 nov. 2025.

HWANG, G.; LI, J.; CHANG, C. Immersive learning in STEM through virtual escape environments. Journal of Science Education, 2024.

KARAGIORGAS, D. N.; NIEMANN, S. Gamification and game-based learning. Computers in Human Behavior, 2025. Disponível em: https://journals.sagepub.com/doi/abs/10.1177/0047239516665105. Acesso em: 6 nov. 2025.

KHALDI, A.; BOUZIDI, R.; NADER, F. Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, v. 10, 2023. Disponível em: https://link.springer.com/article/10.1186/s40561-023-00227-z. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1186/s40561-023-00227-z

KHASANOVA, K.; SHAKHNOZA, S. Use of interactive methods in teaching light interference. Eurasian Journal of Physics Education, 2022. Disponível em: https://search.ebscohost.com/login.aspx?direct=trueeprofile=ehostescope=siteeauthtype=crawlerejrnl=27177564eAN=158476257. Acesso em: 6 nov. 2025.

LAKATOS, E. M.; MARCONI, M. A. Metodologia científica. São Paulo: Atlas, 2022. Disponível em: https://minhabiblioteca.com.br/catalogo/livro/84643/metodologia-cientifica. Acesso em: 30 jun. 2025.

LAMRANI, R.; ABDELWAHED, E. H. Game-based learning and gamification to improve skills in early years education. Computer Science and Information Systems, v. 17, n. 4, p. 1035-1055, 2025. Disponível em: https://doiserbia.nb.rs/Article.aspx?ID=1820-02141900043L. Acesso em: 6 nov. 2025.

LEONARDOU, A.; RIGOU, M.; PANAGIOTAROU, A. Effect of OSLM features and gamification motivators on motivation in DGBL: pupils’ viewpoint. Smart Learning Environments, v. 9, n. 5, p. 1-18, 2022. Disponível em: https://link.springer.com/article/10.1186/s40561-022-00195-w. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1186/s40561-022-00195-w

LIM, I. A design framework for educational escape rooms in STEM: CREATE. Research in Science & Technological Education, v. 42, n. 3, p. 410-427, 2024. Disponível em: https://www.tandfonline.com/doi/abs/10.1080/02635143.2024.2431273. Acesso em: 6 nov. 2025.

LÓPEZ-PÉREZ, M. V.; SÁNCHEZ-GONZÁLEZ, J.; FERNÁNDEZ-LÓPEZ, Á. Designing digital escape rooms with generative AI in university education. Multimodal Technologies and Interaction, v. 9, n. 3, p. 20, 2025. Disponível em: https://doi.org/10.3390/mti9030020. Acesso em: 16 jul. 2025. DOI: https://doi.org/10.3390/mti9030020

MARTÍ-PARREÑO, J.; GARCÍA-MONCÓ, C.; SEGUÍ-MÉNDEZ, M.; MÉNDEZ-IBÁÑEZ, E. How gamification boosts learning in STEM higher education. International Journal of STEM Education, 2024. Disponível em: https://stemeducationjournal.springeropen.com/articles/10.1186/s40594-024-00521-3. Acesso em: 6 nov. 2025.

MATEJAK CVENIC, K.; IVANJEK, L.; PLANINIĆ, M.; JELIČIĆ, K.; SUŠAC, A.; HOPF, M.; ČINDRIĆ BRKIĆ, M. Probing high school students’ understanding of interference and diffraction of light using standard wave optics experiments. Physical Review Physics Education Research, v. 19, n. 2, p. 020118, 2023. Disponível em: https://link.aps.org/doi/10.1103/PhysRevPhysEducRes.19.020118. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1103/PhysRevPhysEducRes.19.020118

MIRZA, M.; IRWANDI, I.; SAFITRI, R. Resonance props for understanding the phenomenon of stationary waves using an ISLE-based STEM approach model in supporting transformation education. Jurnal Penelitian Pendidikan IPA, v. 8, n. 3, 2022. Disponível em: https://jppipa.unram.ac.id/index.php/jppipa/article/view/1484/1716. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.29303/jppipa.v8i5.1484

MOFFETT, J.; CASSIDY, D. Building a digital educational escape room using an online design-thinking process. Journal of Educational Technology Development and Exchange, 2023. Disponível em: https://eric.ed.gov/?id=EJ1392736. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.24059/olj.v27i2.3279

MOFFETT, J.; CASSIDY, D.; COLLINS, N.; ILLING, J. Exploring medical students’ learning around uncertainty management using a digital educational escape room: a design-based research approach. Perspectives on Medical Education, 2023. Disponível em: https://pmc.ncbi.nlm.nih.gov/articles/PMC10038110/. Acesso em: 6 nov. 2025.

MOREIRA, M. A. Aprendizagem significativa: da teoria à prática. São Paulo: Centauro, 2011. Disponível em: https://feapsico2012.files.wordpress.com/2016/11/moreira-masini-aprendizagem-significativa-a-teoria-de-david-ausubel.pdf. Acesso em: 16 jul. 2025.

MOREIRA, M. A. Teorias de aprendizagem. 2a. ed. São Paulo: EPU, 2012.

MORENO MONTOYA, J. Do you hear one or two beats?: entrainment for beat perception. 2025. Disponível em: https://jyx.jyu.fi/jyx/Record/jyx_123456789_103072. Acesso em: 6 nov. 2025.

NOVAK, J. D.; GOWIN, D. B. Aprendendo a aprender. Lisboa: Plátano Edições Técnicas, 1996.

NUSSENZVEIG, H. M. Curso de física básica. Volume 2: Fluidos, oscilações e ondas, calor. 4. ed. rev. São Paulo: Editora Edgard Blücher, 2002. Disponível em: https://www.blucher.com.br/livro/detalhes/curso-de-fisica-basica-vol-2-104. Acesso em: 6 nov. 2025.

PARK, S.; KIM, H.; LEE, J. Leaderboard design principles to enhance learning and motivation in gamification. JMIR Serious Games, v. 9, n. 2, e14746, 2021. Disponível em: https://games.jmir.org/2021/2/e14746. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.2196/14746

PORTO, A. J.; LIMA, R. D. O ensino de ondas sonoras no ensino médio com simulações computacionais. Revista Brasileira de Ensino de Física, v. 39, n. 1, 2017.

PORTO, D. P.; LIMA, A. M. O uso de jogos digitais na aprendizagem significativa da Física. Revista Brasileira de Ensino de Física, v. 39, n. 4, p. e4601, 2017.

POZO-SÁNCHEZ, S.; LAMPROPOULOS, G. Comparing gamification models in higher education using face-to-face and virtual escape rooms. New Approaches in Educational Research, v. 11, n. 2, p. 123-137, 2022. Disponível em: https://link.springer.com/article/10.7821/naer.2022.7.1025. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.7821/naer.2022.7.1025

PUTRI, I. A.; ISWANTO, B. H.; MARPAUNG, M. A. Development of sound interference props with Phyphox to support sound and waves learning in senior high school. Advances in Social Science, Education and Humanities Research, 2021. Disponível em: https://www.atlantis-press.com/proceedings/icorsh-20/125962389. Acesso em: 6 nov. 2025.

REPETTO, M. The design of digital educational escape rooms in higher education. Italian Journal of Educational Technology, v. 15, n. 2, p. 60-74, 2023. Disponível em: https://iris.unito.it/bitstream/2318/1963474/1/BELLACICCO%20ET%20AL.%2015-2-60-74.pdf. Acesso em: 6 nov. 2025.

RUBNER, I.; DITTER, D.; WEISER, D. Experimental escape games with digital enrichment: an innovative format in science education. New Perspectives in Science Education Conference Proceedings, v. 13, p. 88-96, 2023. Disponível em: https://conference.pixel-online.net/files/npse/ed0013/FP/8848-CHEM6482-FP-NPSE13.pdf. Acesso em: 6 nov. 2025.

ŞAHIN, G. Designing a digital escape room game: an experience of a digital learning tool in basic education. Journal of Educational Technology and Online Learning, v. 6, n. 4, 2023. DOI: 10.31681/jetol.1334912. Disponível em: https://dergipark.org.tr/en/pub/jetol/issue/80405/1334912. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.31681/jetol.1334912

SALEEM, A. N.; NOORI, N. M.; OZDAMLI, F. Gamification applications in e-learning: a literature review. Education and Information Technologies, v. 27, 2022. Disponível em: https://link.springer.com/article/10.1007/s10758-020-09487-x. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.1007/s10758-020-09487-x

SÁNCHEZ, A. M. Using digital educational escape rooms as a motivational review tool for economics. Computers & Education, v. 192, n. 4, p. 104-119, 2023. Disponível em: https://www.sciencedirect.com/science/article/pii/S1472811723000903. Acesso em: 6 nov. 2025.

SIDEKERSKIENĖ, T.; DAMAŠEVIČIUS, R. Out-of-the-box learning: digital escape rooms as a metaphor for breaking down barriers in STEM education. Sustainability, v. 15, n. 9, p. 7393-7408, 2023. Disponível em: https://www.mdpi.com/2071-1050/15/9/7393. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.3390/su15097393

TORRE, C. G. Foundations of wave phenomena. Logan, UT: Utah State University, 2012. Disponível em: https://digitalcommons.usu.edu/foundation_wave/. Acesso em: 6 nov. 2025.

TOWNE, D. H. Wave phenomena. New York: Dover Publications, 2014. Disponível em: https://books.google.com/books?hl=enelr=eid=uZgJCAAAQBAJ. Acesso em: 6 nov. 2025.

VON KOTZEBUE, L.; ZUMBACH, J.; BRANDLMAYR, A. Digital escape rooms as game-based learning environments: a study in sex education. Multimodal Technologies and Interaction, v. 6, n. 2, p. 8, 2023. Disponível em: https://www.mdpi.com/2414-4088/6/2/8. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.3390/mti6020008

VORDEROBERMEIER, A.; ABEL, J.; SAILER, M. Theoretical foundations and approaches in research on educational escape rooms: a systematic review. Computers & Education Open, v. 7, n. 1, p. 100-117, 2024. Disponível em: https://www.sciencedirect.com/science/article/pii/S1747938X24000344. Acesso em: 6 nov. 2025.

ZICHERMANN, G.; CUNNINGHAM, C. Gamification by design: implementing game mechanics in web and mobile apps. Sebastopol: O’Reilly Media, 2011. Disponível em: https://books.google.com.br/books?id=Hw9X1miVMMwCeprintsec=frontcoverehl=pt-BR. Acesso em: 16 jul. 2025.

ZOURMPAKIS, A. I.; PAPADAKIS, S.; KALOGIANNAKIS, M. Adaptive gamification in science education: an analysis of the impact of implementation and adapted game elements on students’ motivation. Computers, v. 12, n. 7, p. 143-157, 2023. Disponível em: https://www.mdpi.com/2073-431X/12/7/143. Acesso em: 6 nov. 2025. DOI: https://doi.org/10.3390/computers12070143

Published

2025-11-19

Issue

Section

Articles

How to Cite

DA SILVA, Estefane Bahia; GONÇALVES, Marcelo Albano Moret Simões; FONTOURA, José Roberto de Araújo; SANTOS, José Vicente Cardoso. A DIGITAL ESCAPE ROOM BASED ON WAVE PHENOMENA (MECHANICAL AND ELECTROMAGNETIC): AN AUSUBELIAN GAMIFICATION PROPOSAL. ARACÊ , [S. l.], v. 7, n. 11, p. e10130, 2025. DOI: 10.56238/arev7n11-209. Disponível em: https://periodicos.newsciencepubl.com/arace/article/view/10130. Acesso em: 5 dec. 2025.