Escape Games
Chapter from the book:
Orhan,
A.
T.
(ed.)
2025.
The Journey of Science Education in the Digital Age: New Directions in Theory, Research, and Practice.
Synopsis
Educational games make the learning process more effective by enabling students to actively participate in lessons, contributing to the development of positive attitudes towards the subject, increasing motivation, allowing them to identify learning gaps, supporting learning from peers, fostering a sense of competition, promoting socialization, allowing for mistakes, providing immediate feedback, and fostering creativity. Escape games, or escape room games, are a type of game that offers a lively and action-based gaming experience where participants try to escape from a locked environment called an "escape room" by following clues, solving puzzles, and completing given tasks. Escape rooms support teamwork, creative problem-solving, and critical thinking skills. The fact that their themes can be adapted to almost any subject area allows these games to be used in a classroom setting as well. This method can be effectively applied by educators at various educational levels, from primary school to postgraduate studies. Educational escape rooms are notable examples of active learning approaches and can transform any educational content into an engaging learning environment. Based on game-based learning principles, educational escape games offer unique learning environments through meaningful and collaborative experiences. These games are based on the social constructivist approach, where students participate in the knowledge construction process through team-based and interactive activities. All activities in escape rooms are called puzzles, and within a simple game cycle, players encounter a challenge, find a solution, and receive rewards such as a lock code or information that allows them to move on to the next puzzle. Studies in the literature show that escape games used for educational purposes contribute positively not only to cognitive gains such as academic achievement, creative and critical thinking, decision-making, problem-solving, and expressing and defending ideas, but also to affective gains such as motivation.
