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Escape Rooms
Escape Rooms
Escape Rooms are immersive, game-based learning experiences where learners collaboratively solve puzzles and complete tasks under time constraints to achieve a specific goal—often to “escape” a scenario. These can be physical, digital, or hybrid environments.
Alternative/linked methods: Digital Escape Games, Breakout Boxes, Simulation Puzzles, Scenario-Based Learning Games, Gamified Learning Modules, Escape Boxes

Why?
- Promote active learning and engagement through gamification.
- Develop soft skills such as teamwork, communication, leadership, and decision-making.
- Foster creativity and problem-solving in a collaborative environment.
- Support knowledge retention and application of theoretical content.
How?
- Define learning objectives aligned with course outcomes.
- Design a narrative that is immersive, consistent, and challenging.
- Create puzzles that align with learning goals.
- Structure gameplay using sequential, path-based, or hybrid puzzle paths.
- Facilitate the session with a Game Master who monitors, guides, and debriefs.
When?
- At the start of a course to build community and introduce key concepts.
- During mid-course or end-of-term for formative or summative assessment.
- As a team-building activity to enhance group dynamics and communication.
- To reinforce or assess specific skills or knowledge.
Get Started
- Start with clear learning outcomes.
- Use a narrative to enhance immersion.
- Scaffold puzzles from easy to challenging.
- Include hints or support mechanisms to prevent frustration.
Digital Enhancement
- Fully digital escape rooms using OneNote, Moodle, or Microsoft Forms.
- Hybrid models with physical kits and online clues.
- Teams breakout rooms for collaborative problem-solving.
- Timed challenges to simulate real-world pressure and enhance engagement.
- Password-protected puzzles to unlock new content and maintain flow.
Resources
- Colthup, R. and Ross, A.L., 2024. Classroom to escape room: an innovative experience to prepare and test students. Journal of Paramedic Practice, 16(1), pp.26–34. https://doi.org/10.12968/jpar.2024.16.1.26
- Fotaris, P. and Mastoras, T., 2019. Escape rooms for learning: A systematic review. In: Proceedings of the 13th European Conference on Game-Based Learning (ECGBL 2019), Reading, UK, 3–4 October 2019. Reading: Academic Conferences International Limited, pp.235–243. https://doi.org/10.34190/GBL.19.179
- Heywood, J., 2022. Escape rooms: discovering clues, solving puzzles and working as a team. In: Active Learning Network, ed. 100 Ideas for Active Learning.