Evaluating a UDL-Based Digital Escape Room for Bullying Awareness in Secondary Education

This study evaluates the effectiveness of a digital escape room designed according to the Universal Design for Learning (UDL) principles as an educational tool to raise awareness about school bullying and cyberbullying in lower secondary education. Using a quasi-experimental design with 137 students (66 in the control group and 71 in the experimental group), the gamified activity was compared to a traditional expository intervention. Empathy was measured using the Brief Basic Empathy Scale (BES-B), and bullying-related knowledge and experiences were assessed with the SPB-A scale. The escape room integrated key UDL principles, including multiple means of representation (e.g., video, images, text), action and expression (interactive tasks and puzzles), and engagement (narrative-based missions and collaborative challenges). The results indicate significant improvements in knowledge about behaviors related to school bullying among participants who completed the escape room. Although changes in affective and cognitive empathy were not statistically significant, positive trends were observed in the experimental group. The immersive, collaborative, and accessible nature of the activity positions the escape room as a promising tool within broader strategies for bullying prevention.

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Publication Details

Journal
Multimodal Technologies and Interaction
Published
2025-06-06
DOI
https://doi.org/10.3390/mti9060055
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00

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article

Evaluating a UDL-Based Digital Escape Room for Bullying Awareness in Secondary Education

Javier Rodríguez Moreno, José M. Rodríguez-Ferrer, José M. Aguilar-Parra, Paula Rodríguez-Rivera et al.
Multimodal Technologies and Interaction
Impact of Technology on Adolescents
article

Evaluating a UDL-Based Digital Escape Room for Bullying Awareness in Secondary Education

Javier Rodríguez Moreno, José M. Rodríguez-Ferrer, José M. Aguilar-Parra, Paula Rodríguez-Rivera, Ana Manzano León, Yosra Achab-Moukram
article en

Abstract

This study evaluates the effectiveness of a digital escape room designed according to the Universal Design for Learning (UDL) principles as an educational tool to raise awareness about school bullying and cyberbullying in lower secondary education. Using a quasi-experimental design with 137 students (66 in the control group and 71 in the experimental group), the gamified activity was compared to a traditional expository intervention. Empathy was measured using the Brief Basic Empathy Scale (BES-B), and bullying-related knowledge and experiences were assessed with the SPB-A scale. The escape room integrated key UDL principles, including multiple means of representation (e.g., video, images, text), action and expression (interactive tasks and puzzles), and engagement (narrative-based missions and collaborative challenges). The results indicate significant improvements in knowledge about behaviors related to school bullying among participants who completed the escape room. Although changes in affective and cognitive empathy were not statistically significant, positive trends were observed in the experimental group. The immersive, collaborative, and accessible nature of the activity positions the escape room as a promising tool within broader strategies for bullying prevention.

Multimodal Technologies and InteractionVol. 9(6)
Universidad de Jaén (ES), Universidad de Burgos (ES), University of Almería (ES), Universidade de Vigo (ES)
Universidad de Almería
Openalex Percentile: Top 83%
Impact of Technology on Adolescents
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