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Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review

Author

Listed:
  • Agoritsa Makri

    (European University Cyprus, 2404 Nicosia, Cyprus)

  • Dimitrios Vlachopoulos

    (Amsterdam University of Applied Sciences, 1091 GM Amsterdam, The Netherlands)

  • Richard A. Martina

    (Amsterdam University of Applied Sciences, 1091 GM Amsterdam, The Netherlands)

Abstract

This paper aims to present a systematic literature review on state-of-the-art Educational Escape Rooms (EERs) with the use of digital technologies. More specifically, the focus of the study is to present the current developments and trends concerning Digital Educational Escape Rooms (DEERs) and investigate how they foster learning outcomes for online learners. Additionally, the present study provides insights into the design process of such technology enhanced EERs. This review is attributed to identifying and covering research gaps since the current literature has focused on the pedagogical aspects of Escape Rooms (ERs) in education, but no studies seem to have been conducted in regard to the pedagogical implications of Digital Escape Rooms (DERs) in educational environments. Based on the exhaustive literature review, an agenda for future research is promised and the implications for designing innovative ER approaches have been highlighted. The anatomy of the fundamental components of conducting systematic literature reviews was followed. The results of the review could be addressed to multidisciplinary teams related to education, game researchers, educational researchers, faculty members, scholars, instructors, and protagonists of educational systems to encourage them to thoroughly study the core elements of DEERs and how they can be applied in virtual educational contexts to facilitate students’ learning achievements.

Suggested Citation

  • Agoritsa Makri & Dimitrios Vlachopoulos & Richard A. Martina, 2021. "Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review," Sustainability, MDPI, vol. 13(8), pages 1-29, April.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:8:p:4587-:d:539815
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    References listed on IDEAS

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    1. Heidi Eukel & Jeanne Frenzel & Kyle Frazier & Micah Miller, 2020. "Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses," Simulation & Gaming, , vol. 51(2), pages 167-179, April.
    2. Tara N. Cohen & Andrew C. Griggs & Joseph R. Keebler & Elizabeth H. Lazzara & Shawn M. Doherty & Falisha F. Kanji & Bruce L. Gewertz, 2020. "Using Escape Rooms for Conducting Team Research: Understanding Development, Considerations, and Challenges," Simulation & Gaming, , vol. 51(4), pages 443-460, August.
    3. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
    4. Paul F. Franco & Deborah A. DeLuca, 2019. "Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education," Simulation & Gaming, , vol. 50(1), pages 23-43, February.
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    Cited by:

    1. Aldo Gordillo & Enrique Barra & Sonsoles López-Pernas & Juan Quemada, 2021. "Development of Teacher Digital Competence in the Area of E-Safety through Educational Video Games," Sustainability, MDPI, vol. 13(15), pages 1-12, July.
    2. Antonio Torralba-Burrial & Eduardo Dopico, 2023. "Promoting the Sustainability of Artisanal Fishing through Environmental Education with Game-Based Learning," Sustainability, MDPI, vol. 15(17), pages 1-15, August.
    3. Dk Nurul Najiah Pg Abu Bakar & Masitah Shahrill & Yusuf F. Zakariya, 2023. "Digital Escape Game and Students’ Learning Outcomes in Mathematics: Experience From Brunei," SAGE Open, , vol. 13(4), pages 21582440231, December.
    4. Diaconescu Andra, 2024. "Digital Tools in the Educational Environment Empower StudentCollaboration. A Study Case in Higher Education," Research & Education, Weik Press SRL, issue 10, pages 77-102, July.
    5. Tatjana Sidekerskienė & Robertas Damaševičius, 2023. "Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education," Sustainability, MDPI, vol. 15(9), pages 1-33, April.

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