Unlocking Learning: Implementing Gamification through Escape Room Strategy in a Pre-Diploma Classroom

This teaching innovation introduces a gamification approach named “Find the Code to Escape the Room”, designed for pre-diploma students who often struggle with memory retention and engagement. Gamification applies game-based elements in non-game contexts to create a fun and meaningful learning environment (Deterding et al., 2011). The objective of this innovation is to make the learning more interactive and to support low-achieving students through active, team-based challenges. The core problem addressed is the lack of effectiveness especially for pre-diploma students, who typically have difficulties in understanding and remembering content. Traditional methods do not stimulate their interest or catch their attention. Thus, this innovation uses an escape room-style format that can be used both online and in a manual way. Students solve questions, complete puzzles and find clues related to four main topics in the Introduction to Business course. Each correct answer leads them to the next stage and finally manages to get all the codes. The methodology involves dividing students into teams and assigning game tasks that incorporate the course content. Elements such as time limits, hidden codes, and rewards increase engagement and encourage problem-solving. Findings indicate that students enjoy the activity, demonstrate better understanding of key concepts, and improve their communication and critical thinking skills. This innovation is grounded in constructivist learning theory, emphasizing experience-based knowledge construction. It has potential for commercialization, such as toolkits for educators. Materials are eligible for copyright protection, and initial findings are prepared for publication. In conclusion, “Find the Code to Escape the Room” shows that gamification can transform learning for students below proficiency level and support the development of their essential academic, teamwork and soft skills.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-07-20
DOI
https://doi.org/10.5281/zenodo.16043413
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Unlocking Learning: Implementing Gamification through Escape Room Strategy in a Pre-Diploma Classroom

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Unlocking Learning: Implementing Gamification through Escape Room Strategy in a Pre-Diploma Classroom

article en

Abstract

This teaching innovation introduces a gamification approach named “Find the Code to Escape the Room”, designed for pre-diploma students who often struggle with memory retention and engagement. Gamification applies game-based elements in non-game contexts to create a fun and meaningful learning environment (Deterding et al., 2011). The objective of this innovation is to make the learning more interactive and to support low-achieving students through active, team-based challenges. The core problem addressed is the lack of effectiveness especially for pre-diploma students, who typically have difficulties in understanding and remembering content. Traditional methods do not stimulate their interest or catch their attention. Thus, this innovation uses an escape room-style format that can be used both online and in a manual way. Students solve questions, complete puzzles and find clues related to four main topics in the Introduction to Business course. Each correct answer leads them to the next stage and finally manages to get all the codes. The methodology involves dividing students into teams and assigning game tasks that incorporate the course content. Elements such as time limits, hidden codes, and rewards increase engagement and encourage problem-solving. Findings indicate that students enjoy the activity, demonstrate better understanding of key concepts, and improve their communication and critical thinking skills. This innovation is grounded in constructivist learning theory, emphasizing experience-based knowledge construction. It has potential for commercialization, such as toolkits for educators. Materials are eligible for copyright protection, and initial findings are prepared for publication. In conclusion, “Find the Code to Escape the Room” shows that gamification can transform learning for students below proficiency level and support the development of their essential academic, teamwork and soft skills.

Zenodo (CERN European Organization for Nuclear Research)
Universiti Teknologi MARA (MY)
Industry, innovation and infrastructure
Openalex Percentile: Top 46%
Educational Games and Gamification
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