Escape from mathematical−skill deficiencies: gamified interactive platforms to reinforce quantitative skills

This study analyzes the design and implementation of Escape Room platforms as an educational reinforcement strategy to address quantitative deficiencies among students entering university programs in Economics and Business. These deficiencies, rooted in shortcomings of the pre−university curriculum, hinder students' ability to develop essential academic competencies, thereby limiting their performance in these disciplines. To mitigate this issue, the entire Spanish mathematical Secondary Education curriculum leading to these degrees was analyzed, and four interactive Escape Rooms were developed using Genially. These platforms focus on basic Mathematical Operations, Matrix Algebra, Functions, and Derivatives. They are designed to support autonomous, flexible, and adaptive learning, addressing individual student needs while remaining accessible to educators through Genially's user−friendly interface. This accessibility minimizes adoption barriers for instructors, such as the cost of expensive licenses and the need for programming skills. The study employed a quasi−experimental design with Pretest and Posttest assessments and multiple statistical adjustment techniques (ANCOVA, Propensity Score Matching or multiple linear regression) to ensure methodological robustness. A total of 122 students participated in the experimental group, engaging with one or more platforms, and 101 in the control group. Results revealed substantial improvements in students' quantitative skills, with very large effect sizes observed globally and across each individual platform. Hake’s normalized gains indicated that the overall potential improvement achieved exceeded 50%. Notably, the intervention systematically reduced the initial gender gap, with women fully closing the performance disparity observed at baseline. This improvement in pre−university quantitative skills enabled students to better face academic demands, reflected in significantly higher final course performance compared to those following traditional reinforcement strategies. Dose–response analysis revealed each additional platform predicted an estimated 0.55 points improvement, with optimal cost–benefit around three platforms. The findings highlight the potential of gamified Escape Rooms as an autonomous and flexible reinforcement tool in Higher Education, with particular promise for promoting gender equity. Additionally, the results demonstrate high levels of student satisfaction and recommendation, emphasizing the methodology’s ability to foster motivation, enhance engagement, and reduce the monotony associated with traditional reinforcement methods.

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Publication Details

Journal
International Journal of Educational Technology in Higher Education
Published
2026-01-13
DOI
https://doi.org/10.1186/s41239-025-00576-4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Escape from mathematical−skill deficiencies: gamified interactive platforms to reinforce quantitative skills

Yeray Rodríguez Rincón, Á. Alberto Magreñán, Ana Munárriz
International Journal of Educational Technology in Higher Education
Educational Games and Gamification
article

Escape from mathematical−skill deficiencies: gamified interactive platforms to reinforce quantitative skills

Yeray Rodríguez Rincón, Á. Alberto Magreñán, Ana Munárriz
article en

Abstract

This study analyzes the design and implementation of Escape Room platforms as an educational reinforcement strategy to address quantitative deficiencies among students entering university programs in Economics and Business. These deficiencies, rooted in shortcomings of the pre−university curriculum, hinder students' ability to develop essential academic competencies, thereby limiting their performance in these disciplines. To mitigate this issue, the entire Spanish mathematical Secondary Education curriculum leading to these degrees was analyzed, and four interactive Escape Rooms were developed using Genially. These platforms focus on basic Mathematical Operations, Matrix Algebra, Functions, and Derivatives. They are designed to support autonomous, flexible, and adaptive learning, addressing individual student needs while remaining accessible to educators through Genially's user−friendly interface. This accessibility minimizes adoption barriers for instructors, such as the cost of expensive licenses and the need for programming skills. The study employed a quasi−experimental design with Pretest and Posttest assessments and multiple statistical adjustment techniques (ANCOVA, Propensity Score Matching or multiple linear regression) to ensure methodological robustness. A total of 122 students participated in the experimental group, engaging with one or more platforms, and 101 in the control group. Results revealed substantial improvements in students' quantitative skills, with very large effect sizes observed globally and across each individual platform. Hake’s normalized gains indicated that the overall potential improvement achieved exceeded 50%. Notably, the intervention systematically reduced the initial gender gap, with women fully closing the performance disparity observed at baseline. This improvement in pre−university quantitative skills enabled students to better face academic demands, reflected in significantly higher final course performance compared to those following traditional reinforcement strategies. Dose–response analysis revealed each additional platform predicted an estimated 0.55 points improvement, with optimal cost–benefit around three platforms. The findings highlight the potential of gamified Escape Rooms as an autonomous and flexible reinforcement tool in Higher Education, with particular promise for promoting gender equity. Additionally, the results demonstrate high levels of student satisfaction and recommendation, emphasizing the methodology’s ability to foster motivation, enhance engagement, and reduce the monotony associated with traditional reinforcement methods.

International Journal of Educational Technology in Higher EducationVol. 23(1)
Universidad de La Rioja (ES), Universidad Pública de Navarra (UPNA) (ES)
Universidad Pública de Navarra, Universidad de La Rioja
Gender equality, Quality Education
Openalex Percentile: Top 91%
Educational Games and Gamification
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