Escape Room Design as a Game-Based Learning Process for STEAM Education

Zoi Karageorgiou, Irene Mavrommati, Panagiotis Fotaris

    Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBNpeer-review


    By combining elements of entertainment with creative writing, theater and technology, the increasingly popular live-action games escape rooms have the potential to improve the learning experience when used in academic settings. However, since educational escape rooms are still an emerging field, there is limited literature available about their use in STEAM education. The present paper addresses this issue by describing the methods followed by 39, 16 to 18-year-old, students and 10 teachers at a Vocational School of Greece to implement a STEAM-focused escape room activity using the Experiential Pyramid Model. The escape room was themed after the Spanish heist television series “La Casa de Papel” and incorporated creative writing, theatrical elements, and technology, such as Robotics, QR codes and Virtual Reality (VR), to promote communication, teamwork and peer learning. To make the experience more immersive, two team members had the roles of non-player characters (NPCs), and interacted with the players throughout the game, with a small script written during the design and evaluation phase. This collaborative activity was assessed via evaluation questionnaires, direct/participatory observation and interviews. The first results indicated that students were highly engaged and motivated especially at the design phase. They valued this pedagogical approach positively, since it facilitated the integration of contents of various subjects and enabled them to collaborate with their peers from different cohorts, thus promoting peer learning. This study aims to provide educators with an example of how they might develop and support non-traditional approaches to learning by immersing their students as active participants in the learning environment and allowing them to develop and apply knowledge, so to create a gameplay.

    Original languageEnglish
    Title of host publicationProceedings of the 13th International Conference on Game Based Learning, ECGBL 2019
    EditorsLars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid
    Place of PublicationReading, UK
    PublisherAcademic Conferences and Publishing International Limited
    Number of pages8
    ISBN (Electronic)9781912764389
    ISBN (Print)9781912764372, 9781912764389
    Publication statusPublished - 3 Oct 2019
    Event13th European Conference on Games Based Learning - Odense, Denmark
    Duration: 3 Oct 20194 Oct 2019

    Publication series

    NameProceedings of the European Conference on Games-based Learning
    ISSN (Print)2049-0992


    Conference13th European Conference on Games Based Learning
    Abbreviated titleECGBL 2019
    Internet address


    • escape room
    • theatre
    • technology
    • creative writing
    • STEAM
    • education
    • Education
    • Technology
    • Theatre
    • Creative writing
    • Escape room


    Dive into the research topics of 'Escape Room Design as a Game-Based Learning Process for STEAM Education'. Together they form a unique fingerprint.

    Cite this