What is it about?

This study investigates the use of a Digital Educational Escape Room (DEER) as a teaching strategy to address the challenges of hybrid learning, where some students attend class in-person while others participate remotely. The research compares a control group — taught through traditional lecturing — with an experimental group that used the escape room, applying both a pretest and a posttest to measure learning outcomes. A key element of the study is the analysis of students' different learning styles within each group, which allows for a nuanced understanding of how this gamified activity affects learners differently. The results provide replicable insights for applying digital escape rooms across various subjects and educational modalities.

Featured Image

Why is it important?

Hybrid teaching has become a widespread yet challenging reality in higher education, and finding engaging strategies that work equally well for in-person and remote students is a pressing need. This study is timely because it not only evaluates whether digital escape rooms improve learning outcomes, but also examines how individual learning styles interact with this methodology. By identifying which types of learners benefit most — and under what conditions — the research helps educators make more informed, evidence-based decisions when designing gamified activities. The replicability of the approach across disciplines makes it a broadly useful contribution to the field of educational innovation.

Perspectives

This paper came out of the lived experience of teaching during the COVID-19 pandemic, when hybrid classroom models became the norm. We wanted to explore whether digital escape rooms — already a promising tool in face-to-face settings — could maintain their motivational and educational impact in a split classroom. What stood out most in our findings was how differently students with distinct learning styles responded to the experience. That diversity is something traditional methods often overlook. I believe that personalizing gamified activities based on learning profiles is one of the most promising directions for educational innovation in the years ahead.

Prof. Dr. Oriol Borrás-Gené
Universidad Rey Juan Carlos

Read the Original

This page is a summary of: Digital Educational Escape Room Analysis Using Learning Styles, Information, November 2022, MDPI AG,
DOI: 10.3390/info13110522.
You can read the full text:

Read

Contributors

The following have contributed to this page