Analysing the effectiveness of digital escape rooms on enhancing student experience and knowledge acquisition – A microbiology-based case

Active and gamified teaching methods, such as digital escaperooms, effectively enhance student outcomes. However, current work in this areais highly specialised and lacks translational capability across sectors, withlimited data associated with key higher education impact measures. This studyaimed to design a central platform for developing digital escape rooms andevaluate their pedagogical impact using a microbiology-based example. A university-wide platform for the design and delivery ofdigital escape rooms and an exemplar microbiology-based room were developedutilising WordPress with specialist plugins. The study cohort was comprised of17 students from a range of biology, biomedicine and chemical scienceprogrammes. Quantitative surveys were then completed to understand how digitalescape rooms impacted key pedagogical metrics with further stratification basedon socioeconomic factors. Overall feedback was positive with students reporting apositive experience (100 %), the escape room was well developed (88.2 %),increased their knowledge (82.4 %) and added value to their degrees (70.6 %).These data show the positive pedagogical impacts of digital escape rooms inhigher education.

Institutions

Publication Details

Journal
Janeway
Published
2025-02-13
DOI
https://doi.org/10.57898/pedagogy.279
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Analysing the effectiveness of digital escape rooms on enhancing student experience and knowledge acquisition – A microbiology-based case

Janeway
Educational Games and Gamification
article

Analysing the effectiveness of digital escape rooms on enhancing student experience and knowledge acquisition – A microbiology-based case

article en

Abstract

Active and gamified teaching methods, such as digital escaperooms, effectively enhance student outcomes. However, current work in this areais highly specialised and lacks translational capability across sectors, withlimited data associated with key higher education impact measures. This studyaimed to design a central platform for developing digital escape rooms andevaluate their pedagogical impact using a microbiology-based example. A university-wide platform for the design and delivery ofdigital escape rooms and an exemplar microbiology-based room were developedutilising WordPress with specialist plugins. The study cohort was comprised of17 students from a range of biology, biomedicine and chemical scienceprogrammes. Quantitative surveys were then completed to understand how digitalescape rooms impacted key pedagogical metrics with further stratification basedon socioeconomic factors. Overall feedback was positive with students reporting apositive experience (100 %), the escape room was well developed (88.2 %),increased their knowledge (82.4 %) and added value to their degrees (70.6 %).These data show the positive pedagogical impacts of digital escape rooms inhigher education.

Janeway
University of Salford (GB)
Quality Education
Openalex Percentile: Top 49%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.