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Digital educational escape game design for STEM higher education

Dados Bibliográficos

ID22166167
AutoresMelissa Gruber (Karlsruhe University of Education, autor correspondente), Stefanie Faßbender (Karlsruhe University of Education)
Ano2025
Volume10
Data de publicação2025-03-11
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoFrontiers in Education (JOURNAL)
Identificadores do periódicoISSN: 2504-284X • E-ISSN: 2504-284X
EditoraFrontiers Media SA (PUBLISHER • CH)
DOI10.3389/feduc.2025.1497291
OpenAlexW4408314349
IdiomaEN
Citações recebidas2
Referências citadas48

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

Educational game · Game design · Human–computer interaction · Mathematics education · Multimedia · Computer Science · Educational Games and Gamification · Online Learning and Analytics · Psychology · Virtual Reality Applications and Impacts

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Obras citantes distintas2
Citações por ano2
Intervalo de citações2025 - 2026 (2)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 2
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