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ORIGINAL RESEARCH article

Front. Educ.

Sec. Digital Learning Innovations

Volume 10 - 2025 | doi: 10.3389/feduc.2025.1497291

This article is part of the Research Topic Emerging Technologies and Digital Innovations: Recent Research and Practices in Technology-enhanced Learning Environments View all 11 articles

Digital Educational Escape Game Design for STEM Higher Education

Provisionally accepted
Melissa Gruber Melissa Gruber 1*Stefanie Faßbender Stefanie Faßbender 2
  • 1 Pädagogische Hochschule Karlsruhe, Karlsruhe, Germany
  • 2 Karlsruhe University of Applied Sciences, Karlsruhe, Baden-Württemberg, Germany

The final, formatted version of the article will be published soon.

    In higher education, lecturers experience difficulties motivating their students. Within the scope of this project, learning outcomes are intended to be enhanced by an innovative teaching and learning method: digital educational escape games. Exploring the design of digital escape games as a modern and constructivist approach to enhance teaching and learning in STEM (science, technology, engineering, mathematics) higher education, this paper outlines evidence-based research based on semi-structured expert interviews and qualitative content analysis. Experts' insights into these thematic areas provide valuable perspectives on how digital escape games can effectively contribute to the teaching and learning experience in STEM disciplines. The results show expert opinions regarding key didactic aspects like the integration of educational content and learning processes into game design. It was found that the didactic and educational aspects of a game are inextricably linked and cannot be separated. In order to create an effective educational game, it is essential to establish the learning objective as the foundation for the game's narrative. In addition to the consensus on the integration of didactics and games, there were also aspects on which educators and learners held opposing views. Hence, controversially discussed game design elements need to be subject of further research.

    Keywords: Escape game, Gamification, serious game design, innovative teaching, Digital learning, University, stem

    Received: 16 Sep 2024; Accepted: 11 Feb 2025.

    Copyright: © 2025 Gruber and Faßbender. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Melissa Gruber, Pädagogische Hochschule Karlsruhe, Karlsruhe, Germany

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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