Quest for Learning

Educational Escape rooms (EERs) foster learning engagement, but have been criticized for promoting extrinsic motivation and shallow learning by overemphasizing game elements. To address this, it is essential to better align game mechanics with desired learning outcomes and consider the relationship between EER interaction design and pedagogical theories. This work combines educational and interaction design methods to improve escape rooms as a pedagogical format. We introduce an escape room design approach here named the quest room, adapted for informal learning at museums. Using a Research-through-Design methodology, we present three digiphysical quest rooms developed and implemented at museums. Further, we propose an edu-interaction framework that combines five lenses of analysis: playification, embodied aspects, sociality, game mechanics, and interactive storytelling, to analyse the quest room exemplars. The study offers insights for designing and evaluating future EERs.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4035
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Quest for Learning

Jenni Back, Karin Johansson, Jakob Bandelin
European Conference on Games Based Learning
Educational Games and Gamification
article

Quest for Learning

Jenni Back, Karin Johansson, Jakob Bandelin
article en

Abstract

Educational Escape rooms (EERs) foster learning engagement, but have been criticized for promoting extrinsic motivation and shallow learning by overemphasizing game elements. To address this, it is essential to better align game mechanics with desired learning outcomes and consider the relationship between EER interaction design and pedagogical theories. This work combines educational and interaction design methods to improve escape rooms as a pedagogical format. We introduce an escape room design approach here named the quest room, adapted for informal learning at museums. Using a Research-through-Design methodology, we present three digiphysical quest rooms developed and implemented at museums. Further, we propose an edu-interaction framework that combines five lenses of analysis: playification, embodied aspects, sociality, game mechanics, and interactive storytelling, to analyse the quest room exemplars. The study offers insights for designing and evaluating future EERs.

European Conference on Games Based LearningVol. 19(2)
Uppsala University (SE)
Openalex Percentile: Top 61%
Educational Games and Gamification
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Quest for Learning — Jenni Back, Karin Johansson, et al. · European Conference on Games Based Learning (2025) | TGRS Research Map | TGRS