Keywords

Gamification ,media literacy ,digital culture ,immersive learning ,collaborative learning ,STEM education

Abstract

Gamification has emerged as an innovative educational approach to foster engagement, critical thinking, and collaboration. Although most research on educational escape rooms has focused on higher education, empirical evidence in secondary STEM contexts remains scarce. This study addresses this gap by analysing the design, implementation, and evaluation of an interdisciplinary escape room for 68 first-year IGCSE students in Portugal. Biology, chemistry, and mathematics content was integrated into scenario-based challenges to promote both subject-specific knowledge and transversal competencies. Data were collected through observations, post-activity discussions, student questionnaires, and analysed thematically. Results showed high levels of cognitive and emotional engagement: 92.6% of participants reported enhanced knowledge, and 95.6% affirmed learning gains. Students valued the experience as educational, fun, and engaging, while challenges such as prior knowledge gaps and time constraints revealed the escape room’s diagnostic potential. The findings align with the CREATE framework for escape room design and resonate with international policy agendas (OECD, UNESCO) that emphasise 21st- century skills and formative assessment. This study contributes empirically by extending evidence to secondary STEM education, methodologically by positioning escape rooms as diagnostic as well as motivational tools, and theoretically by connecting gamification with media literacy and digital culture as transformative strategies in contemporary pedagogy.

References

Ahmed, S. K. (2025). Sample size for saturation in qualitative research: Debates, definitions, and strategies. Journal of Medicine, Surgery, and Public Health, 5, 100171. https://doi.org/10.1016/j.glmedi.2024.100171
Bessas, N., Tzanaki, E., Vavougios, D., & Plagianakos, V. P. (2024). Locked up in the Science Laboratory: A smooth transition from class-room to escape-room. Social Sciences & Humanities Open, 10, 101056. https://doi.org/10.1016/j.ssaho.2024.101056
Braun, V., & Clarke, V. (2024). Reporting guidelines for qualitative research: a values-based approach. Qualitative Research in Psychology, 22(2), 399–438. https://doi.org/10.1080/14780887.2024.2382244
Byusa, E., Kampire, E., & Mwesigye, A. R. (2022). Game-based learning approach on students’ motivation and understanding of chemistry concepts: A systematic review of literature. Heliyon, 8(5), e09541. https://doi.org/10.1016/j.heliyon.2022.e09541
Dahalan, F., Alias, N., & Shaharom, M. S. N. (2024). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548-w
European Commission. (2020). Digital Education Action Plan (2021–2027): Resetting education and training for the digital age (COM(2020) 624 final). Brussels: European Commission. https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:52020DC0624
Fraguas-Sánchez, A. I., Serrano, D. R., & González-Burgos, E. (2022). Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom. Education Sciences, 12(11), 833. https://doi.org/10.3390/educsci12110833
Giner-Baixauli, A., Corbí, H., & Mayoral, O. (2025). The History of Earth and Life: Escape Room for High School Students. Education Sciences, 15(4), 485. https://doi.org/10.3390/educsci15040485
Gómez-Urquiza, J. L., Gómez-Salgado, J., Albendín-García, L., Correa-Rodríguez, M., González-Jiménez, E., & Cañadas-De la Fuente, G. A. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Education Today, 72, 73–76. https://doi.org/10.1016/j.nedt.2018.10.018
Govender, I. (2025). Digital Literacy and STEM Skills– What is the Connection? A Systematic Review. Technology, Knowledge and Learning. https://doi.org/10.1007/s10758-025-09879-x
Grepperud, P. (2025). Educational escape games in primary and secondary education: a framework synthesis review. Education Inquiry, 1–17. https://doi.org/10.1080/20004508.2025.2476271
Gruber, M., & Faßbender, S. (2025). Digital educational escape game design for STEM higher education. Frontiers in Education, 10, 1497291. https://doi.org/10.3389/feduc.2025.1497291
Juan Roig, P., Alcaraz, S., Gilly, K., Bernad, C., & Juiz, C. (2024). Advantages of Evaluating Students by Means of Escape Rooms. In F. Gomez Paloma (Ed.), Lifelong Learning - Education for the Future World. IntechOpen. https://doi.org/10.5772/intechopen.114196
Kennedy, G., Dalgarno, B., Bennett, S., Gray, K., Waycott, J., Judd, T., Bishop, A., et al. (2009). Educating the Net Generation: A Handbook of findings for Practice and Policy. University of Melbourne Press. https://researchoutput.csu.edu.au/files/9390003/59277_Report
Kim, C., Na, H., Zhang, N., & Bai, C. (2024). Escape Rooms for Education: A Meta-analysis. International Journal of Instruction, 17(4), 219–234. https://doi.org/10.29333/iji.2024.17413a
Krouska, A., Troussas, C., Mylonas, P., & Sgouropoulou, C. (2025). Exploring the Acceptance and Impact of a Digital Escape Room Game for Environmental Education Using Structural Equation Modeling. Information, 16(7), 528. https://doi.org/10.3390/info16070528
Lim, I. (2024). A design framework for educational escape rooms in STEM: CREATE. Research in Science & Technological Education, 44(1), 37–52. https://doi.org/10.1080/02635143.2024.2431273
Nicholson, S. (2018). Creating Engaging Escape Rooms for the Classroom. Childhood Education, 94(1), 44–49. https://doi.org/1 0.1080/00094056.2018.1420363
OECD. (2018). The Future of Education and Skills: Education 2030 (OECD Education Policy Perspectives, No. 98). OECD Publishing. https://doi.org/10.1787/54ac7020-en
Pais, S., Sousa, A. E., & Pires, A. (2023). Using an Escape Room Activity to Enhance the Motivation of Undergraduate Life Science Students in Mathematics Classes: A Case Study. Proceedings of the 17th European Conference on Games Based Learning, 17(1), 490–496. https://doi.org/10.34190/ecgbl.17.1.1431
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533
Sánchez-López, I., Bonilla-del-Río, M., & de Oliveira Soares, I. (2021). Digital creativity to transform learning: Empowerment from a com-educational approach. Comunicar, 29(69), 105–114. https://doi.org/10.3916/C69-2021-09
Sannathimmappa, M. B., Nambiar, V., & Aravindakshan, R. (2022). Learning out of the box: Fostering intellectual curiosity and learning skills among the medical students through gamification. Journal of Education and Health Promotion, 11(1), 79. https://doi.org/10.4103/jehp.jehp_683_21
Sawarkar, D., Agrawal, P., Mandal, R. K., Pinjarkar, L., Agrawal, P., & Kaur, G. (2024). The Impact of Gamification Across Different Educational Contexts. In 2024 4th International Conference on Innovative Practices in Technology and Management (ICIPTM) (pp. 1–7). IEEE. https://doi.org/10.1109/ICIPTM59628.2024.10563427
Sinha, P., Paudel, B., Mosimann, T., Ahmed, H., Kovane, G. P., Moagi, M., & Phuti, A. (2024). Comprehensive Criteria for Reporting Qualitative Research (CCQR): Reporting Guideline for Global Health Qualitative Research Methods. International Journal of Environmental Research and Public Health, 21(8), 1005. https://doi.org/10.3390/ijerph21081005
Taraldsen, L. H., Haara, F. O., Lysne, M. S., Jensen, P. R., & Jenssen, E. S. (2022). A review on use of escape rooms in education – touching the void. Education Inquiry, 13(2), 169–184. https://doi.org/10.1080/20004508.2020.1860284
Tsirulnikov, D., Suart, C., Abdullah, R., Vulcu, F., & Mullarkey, C. E. (2023). Game on: immersive virtual laboratory simulation improves student learning outcomes & motivation. FEBS Open Bio, 13(3), 396–407. https://doi.org/10.1002/2211-5463.13567
UNESCO. (2021). Reimagining our futures together: A new social contract for education. UNESCO Publishing. https://doi.org/10.54675/ASRB4722
Vrcelj, A., Hoi?-Boži?, N., & Holenko Dlab, M. (2023). Use of Gamification in Primary and Secondary Education: A Systematic Literature Review. International Journal of Educational Methodology, 9(1), 13–27. https://doi.org/10.12973/ijem.9.1.13
Walter-Antonio, M.-R., Fernández-Morante, M.-C., & Cebreiro-López, B. (2022). Critical media literacy to improve students’ competencies. Comunicar, 30(70), 1–10. https://doi.org/10.3916/C70-2022-04

Fundref

This research was funded by Fundação para a Ciência e Tecnologia (FCT), grant number 2024.04293.BDANA.

Crossmark

Technical information

Received: 2025-07-25 | Reviewed: 2025-09-30 | Accepted: 2025-10-08 | Online First: 2026-07-17 | Published: 2026-07-19

Metrics

Metrics of this article

Views: 38099

Abstract readings: 36810

PDF downloads: 1289

Full metrics of Comunicar 77

Views: 459033

Abstract readings: 446071

PDF downloads: 12962

Cited by

Cites in Web of Science

Currently there are no citations to this document

Cites in Scopus

Currently there are no citations to this document

Cites in Google Scholar

Currently there are no citations to this document

Download

Alternative metrics

How to cite

Lara Amorim., Betina da Silva Lopes. (2026). Immersive Gamification in STEM: Educational Escape Rooms for Engagement and Formative Assessment. Comunicar, 34(86). 10.5281/zenodo.21298446

Share

        

Oxbridge Publishing House

4 White House Way

B91 1SE Sollihul United Kingdom

Administration

Editorial office

Creative Commons

This website uses cookies to obtain statistical data on the navigation of its users. If you continue to browse we consider that you accept its use. +info X