Virtual Reality Check: Checking Design Considerations for Reflection in Virtual Reality Educational Escape Rooms with Users

Escape rooms are becoming increasingly popular as gamified learning environments, often realized using Virtual Reality (VR) to engage students in playful, immersive educational experiences. Prior work has additionally suggested that the escape room format offers an opportunity for immersive reflective prompting, a scaffold shown to improve the learning outcomes of VR learning applications, by leveraging the presence and role of the game master (GM). Here, we build upon this idea by operationalizing guidelines from prior work as actionable instructions for prompting reflection in an educational VR escape room. We conducted a user study ( n = 14) and, from a thematic analysis of post-play interviews, we explored the experience of and reactions to reflection in VR educational escape rooms under this design paradigm. Findings confirm the value of the approach to reflection, but also reveal additional implications for improving immersive reflective prompts in educational VR escape rooms, with less disruption, deeper reflection, and more engagement.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831340
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Virtual Reality Check: Checking Design Considerations for Reflection in Virtual Reality Educational Escape Rooms with Users

Erica Kleinman, Eileen McGivney, Rana Jahani, Casper Harteveld et al.
Proceedings of the ACM on Human-Computer Interaction
Virtual Reality Applications and Impacts
article

Virtual Reality Check: Checking Design Considerations for Reflection in Virtual Reality Educational Escape Rooms with Users

Erica Kleinman, Eileen McGivney, Rana Jahani, Casper Harteveld, Seth Cooper, Kaylah Facey, Fiona Shyne, Shripad Sudhir Agashe
article en

Abstract

Escape rooms are becoming increasingly popular as gamified learning environments, often realized using Virtual Reality (VR) to engage students in playful, immersive educational experiences. Prior work has additionally suggested that the escape room format offers an opportunity for immersive reflective prompting, a scaffold shown to improve the learning outcomes of VR learning applications, by leveraging the presence and role of the game master (GM). Here, we build upon this idea by operationalizing guidelines from prior work as actionable instructions for prompting reflection in an educational VR escape room. We conducted a user study ( n = 14) and, from a thematic analysis of post-play interviews, we explored the experience of and reactions to reflection in VR educational escape rooms under this design paradigm. Findings confirm the value of the approach to reflection, but also reveal additional implications for improving immersive reflective prompts in educational VR escape rooms, with less disruption, deeper reflection, and more engagement.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
Northeastern University (US), ArtCenter College of Design (US), Artistic Realization Technologies (US)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
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Virtual Reality Check: Checking Design Considerations for Reflection in Virtual Reality Educational Escape Rooms with Users — Erica Kleinman, Eileen McGivney, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS