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Escape boxes

Bringing escape room experience into the classroom

Bibliographic Data

ID21297597
AuthorsAlice Veldkamp (0000-0002-0738-8955, Utrecht University, corresponding author), Joke Daemen, Stijn Teekens, Stefan Koelewijn, Marie‐Christine P J Knippels (0000-0003-4989-1863), Wouter van Joolingen (0000-0002-4271-2861)
Year2020
Volume51
Issue4
Pages1220-1239
Publication date2020-07-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBritish Journal of Educational Technology (JOURNAL)
Journal identifiersISSN: 0007-1013 • E-ISSN: 1467-8535
PublisherWiley (PUBLISHER • GB)
DOI10.1111/bjet.12935
OpenAlexW3014917130
LanguageEN
Citations received23
References cited21

In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem‐based and time‐constrained, requiring active and collaborative participants, a setting that teachers want to achieve in their classroom to promote learning. This paper explores the adaptation of the escape room concept into educational escape game boxes. These technology‐enhanced escape boxes have become hybrid learning spaces, merging individual and collaborative learning, as well as physical and digital spaces. The design of the box with assignments on each side puts users face to face with each other and requires them to collaborate in the physical world, instead of being individually absorbed in a digital world. The developed box is a unique concept in the field of escape rooms; the content is adaptable. This paper describes the process leading to the design criteria, the design process, test results and evaluation, and provides recommendations for designing educational escape rooms

Adaptation (eye) · Educational technology · Entertainment · Face (sociological concept) · Field (mathematics) · Human–computer interaction · Mathematics education · Multimedia · Process (computing) · Sociology · Visual arts · Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology · Teaching and Learning Programming

  • Escape education

    Open Access•Alice Veldkamp, Liesbeth van de Grint et al.•Educational Research Review•2020

  • Taiwanese English majors’ technological, pedagogical and content knowledge construction in designing English lessons via an escape room

    Chin‐wen Chien•Technology, Pedagogy and Education•2026

  • Digital escape rooms in medical education

    Open Access•Murat TEKİN, Güneş Korkmaz et al.•BMC Medical Education•2026

  • Enhancing social entrepreneurship education through digital educational escape rooms

    Richard Martina, Kristin Webb et al.•Education + Training•2026

  • Locked up in the Science Laboratory

    Open Access•Nikos Bessas, Eleni Tzanaki et al.•Social Sciences & Humanities Open•2024

  • Digital educational escape game design for STEM higher education

    Open Access•Melissa Gruber, Stefanie Faßbender•Frontiers in Education•2025

  • A Socio-Constructivist Conceptual and Design Framework for Educational Escape Room Games

    Open Access•Amanda Glavaš•Education Sciences•2026

  • Educational Escape Rooms as a Tool for Horizontal Mathematization

    Open Access•José Carlos Piñero Charlo•Education Sciences•2020

  • Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review

    Open Access•Chantal Lathwesen, Nadja Belova•Education Sciences•2021

  • The Impact of a Digital Escape Room Focused On HTML and Computer Networks on Vocational High School Students

    Open Access•Ladislav Huraj, Roman Hrmo et al.•Education Sciences•2022

  • Solving the Chemistry Puzzle—A Review on the Application of Escape-Room-Style Puzzles in Undergraduate Chemistry Teaching

    Open Access•Marissa Lorrene Clapson, Shauna Schechtel et al.•Education Sciences•2024

  • Escape rooms como metodología educativa para combatir la desinformación en alumnos de primaria y secundaria

    Open Access•Natàlia Lozano-Monterrubio, Roger Cuartielles et al.•Revista Latina de Comunicación…•2024

  • Embracing ‘gameful learning’ with escape room games in higher education

    Open Access•Monica Kam, Megan Clune et al.•Higher Education Research &…•2026

  • Who says statistics classes are boring? How a virtual escape room enhances statistics learning

    Open Access•Woon Chien Cecilia Teng, Gek Ling Claire Tan•Computers & Education•2025

  • Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students

    Open Access•Hava E Vidergor•Computers & Education•2021

  • You escaped! How did you learn during gameplay

    Open Access•Alice Veldkamp, Johanna Rebecca Niese et al.•British Journal of Educational…•2022

  • Hybrid learning spaces––Design, data, didactics

    Open Access•Anat Cohen, Rikke Toft Nørgård et al.•British Journal of Educational…•2020

  • Educational escape games in primary and secondary education

    Open Access•Peter Grepperud•Education Inquiry•2025

  • Identification of Memorable Game Experiences

    Open Access•Marek Nowacki, Andrzej Stasiak•Games and Culture•2023

  • Conception collaborative d'un jeu d’évasion pédagogique dans le cadre d'une game jam

    Open Access•Simon Morard, Eric Sanchez•Sciences du jeu•2021

  • Evaluation de l'efficacite pedagogique d'un jeu d’évasion au lycee

    Open Access•Guilhem Olombel, Paola Vianez et al.•Sciences du jeu•2021

  • Underground nursing students’ experiences in a face-to-face, hybrid, and online escape room model

    Open Access•Dragana Simin, Vladimir Dolinaj et al.•Medical Education Online•2025

  • A review on use of escape rooms in education – touching the void

    Open Access•Lene Hayden Taraldsen, Frode Olav Haara et al.•Education Inquiry•2022

  • Routledge International Handbook of Participatory Design

    Jesper Simonsen, Toni Robertson•Routledge international handbook…•2012

  • Design Research in Education

    Arthur Bakker•Design Research in Education•2018

Unique citing works23
Citations per year3,83
Citation span2020 - 2026 (7)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 23

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