<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-05-28T13:45:15Z</responseDate><request verb="GetRecord" identifier="oai:riuma.uma.es:10630/40575" metadataPrefix="marc">https://riuma.uma.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:riuma.uma.es:10630/40575</identifier><datestamp>2026-02-03T11:31:30Z</datestamp><setSpec>com_10630_2254</setSpec><setSpec>col_10630_37953</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Fernández-Portero, Ignacio</subfield>
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      <subfield code="a">Castillo-Rodríguez, Cristina Milagrosa</subfield>
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      <subfield code="c">2022-01-01</subfield>
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      <subfield code="a">An educative breakout is a modified version of the popular immersive entertainment experience of escape rooms, in which game elements and game design techniques are used in non-game contexts. In educational settings, it is usually used to teach content while developing cognitive skills to improve learners’ performance. This study used a mixed-methods research design to examine the effectiveness of a digital breakout to learn English as a Foreign Language (EFL) in higher education. Quantitative and qualitative data were collected through several forms and surveys so that the participants could express their perceptions about this learning experience. Results showed that pre-service English teachers (N = 95) had a positive attitude towards learning grammar-related content through complex games, riddles, and puzzles. Moreover, 95.8% of them would use this teaching method in the future and 90% completed all the challenges. Therefore, it can be concluded that a gamification-based approach can be an effective and motivating way to learn EFL in higher education.</subfield>
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      <subfield code="a">Fernández Portero, I., &amp; Castillo Rodríguez, C. (2022). Gamification in the English language class: analysis of pre-service teachers’ perceptions. Computer Assisted Language Learning Electronic Journal (CALL-EJ), 23(1), 425-444. https://callej.org/index.php/journal/article/view/387/315</subfield>
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      <subfield code="a">Profesores - Formación profesional</subfield>
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      <subfield code="a">Inglés - Estudio y enseñanza - Estudiantes extranjeros</subfield>
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      <subfield code="a">Gamification in the English language class: analysis of pre-service teachers’ perceptions.</subfield>
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