Transforming Learning Through Digital Escape Room Games to Enhance Engagement and Performance

This session will present the development and integration of a digital escape room game designed to enhance engagement, problem‑solving skills, collaboration, and academic performance in a medical‑surgical nursing course. The game was integrated into a didactic classroom and evaluated through an exploratory descriptive study using validated surveys measuring problem‑solving, collaboration, and engagement, along with pre‑/post‑quizzes and open‑ended qualitative questions. Findings demonstrated significant gains in learning outcomes, with post‑quiz scores notably higher than pre‑quiz scores. Most students reported that the game was enjoyable and fun. Qualitative data indicated that the game strengthened critical thinking, supported collaborative problem‑solving, and increased motivation to learn. Students recommended incorporating additional games into the course. Integrating game‑based learning into instruction appears to increase engagement and enjoyment while reinforcing essential competencies including critical thinking and clinical reasoning. The results suggest that digital escape room games offer a scalable, evidence‑based teaching strategy with strong potential for cross‑disciplinary adoption.

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Publication Details

Journal
George Mason University
Published
2026-10-05
DOI
https://doi.org/10.13021/84168
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Transforming Learning Through Digital Escape Room Games to Enhance Engagement and Performance

Yanika Kowitlawakul, Amanda Brooks, Terri Ann C Guingab
George Mason University
Educational Games and Gamification
article

Transforming Learning Through Digital Escape Room Games to Enhance Engagement and Performance

Yanika Kowitlawakul, Amanda Brooks, Terri Ann C Guingab
article en

Abstract

This session will present the development and integration of a digital escape room game designed to enhance engagement, problem‑solving skills, collaboration, and academic performance in a medical‑surgical nursing course. The game was integrated into a didactic classroom and evaluated through an exploratory descriptive study using validated surveys measuring problem‑solving, collaboration, and engagement, along with pre‑/post‑quizzes and open‑ended qualitative questions. Findings demonstrated significant gains in learning outcomes, with post‑quiz scores notably higher than pre‑quiz scores. Most students reported that the game was enjoyable and fun. Qualitative data indicated that the game strengthened critical thinking, supported collaborative problem‑solving, and increased motivation to learn. Students recommended incorporating additional games into the course. Integrating game‑based learning into instruction appears to increase engagement and enjoyment while reinforcing essential competencies including critical thinking and clinical reasoning. The results suggest that digital escape room games offer a scalable, evidence‑based teaching strategy with strong potential for cross‑disciplinary adoption.

George Mason University
George Mason University (US)
Openalex Percentile: Top 4%
Educational Games and Gamification
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Transforming Learning Through Digital Escape Room Games to Enhance Engagement and Performance — Yanika Kowitlawakul, Amanda Brooks, et al. · George Mason University (2026) | TGRS Research Map | TGRS