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Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review

Agoritsa Makri, Dimitrios Vlachopoulos and Richard A. Martina
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Agoritsa Makri: European University Cyprus, 2404 Nicosia, Cyprus
Dimitrios Vlachopoulos: Amsterdam University of Applied Sciences, 1091 GM Amsterdam, The Netherlands
Richard A. Martina: Amsterdam University of Applied Sciences, 1091 GM Amsterdam, The Netherlands

Sustainability, 2021, vol. 13, issue 8, 1-29

Abstract: This paper aims to present a systematic literature review on state-of-the-art Educational Escape Rooms (EERs) with the use of digital technologies. More specifically, the focus of the study is to present the current developments and trends concerning Digital Educational Escape Rooms (DEERs) and investigate how they foster learning outcomes for online learners. Additionally, the present study provides insights into the design process of such technology enhanced EERs. This review is attributed to identifying and covering research gaps since the current literature has focused on the pedagogical aspects of Escape Rooms (ERs) in education, but no studies seem to have been conducted in regard to the pedagogical implications of Digital Escape Rooms (DERs) in educational environments. Based on the exhaustive literature review, an agenda for future research is promised and the implications for designing innovative ER approaches have been highlighted. The anatomy of the fundamental components of conducting systematic literature reviews was followed. The results of the review could be addressed to multidisciplinary teams related to education, game researchers, educational researchers, faculty members, scholars, instructors, and protagonists of educational systems to encourage them to thoroughly study the core elements of DEERs and how they can be applied in virtual educational contexts to facilitate students’ learning achievements.

Keywords: escape rooms; educational escape rooms; digital escape rooms; systematic literature review; technology enhanced learning; digital technologies; gamification; game-based learning; motivation; engagement (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (7)

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