University_XP_YT_Banner_2048x1152 copy.jpg

Podcast

Experience Points

Episode 165 Escape Rooms for Learning

Escape Rooms for Learning

Hi and welcome to Experience Points by University XP. On Experience Points, we explore different ways we can learn from games. I’m your host Dave Eng from games-based learning by University XP. Find out more at www.universityxp.com.

You know that feeling when the clock is ticking, and you’re scrambling to solve a puzzle before time runs out? Maybe you're searching for a hidden key under a rug, decoding a cipher on a whiteboard, or yelling, “Hey! Try this combination!” as your team races to escape a locked room?

Then you’ve probably already done an escape room before!

Now, what if I told you that same thrill, that same pressure-cooker teamwork, could be used to teach students everything from chemistry to communication skills?

Today, we’re unpacking how escape rooms… Yup, the kind you usually do for fun, are becoming one of the most engaging tools in modern education.

At its core, an escape room is like a live-action game. A group of people gets locked (metaphorically… usually) in a themed space filled with puzzles, clues, locks, and hidden messages. They’ve got a goal - usually to “escape” within a set time, like 60 minutes - and they need to work together to make it happen. Think of all of this as part scavenger hunt, part brain teaser, and part theatrical experience.

Escape rooms exploded in popularity around the early 2010s, but they actually have their roots in point-and-click adventure games from the early internet days. The first physical escape rooms are widely credited to Japan in 2007. From there, the concept took off in Hungary, the U.S., and eventually, all over the world. Today? There are tens of thousands of escape rooms globally.

But here’s the surprising twist: educators started asking themselves, “What if this high-stakes problem-solving could be used… in a classroom?” And that’s where things get really interesting.

Educational escape rooms are, in many ways, built on the same structure as their entertainment counterparts. They both contain a story, a challenge, a time limit, and a series of interconnected puzzles.

But instead of solving a fictional mystery, learners might be working through a biology lab scenario, applying historical facts to crack a code, or using physics principles to deactivate a “bomb.” The puzzle content is academic, but the fun? That’s still front and center.

And here’s why this matters: escape rooms are experiential. They push students to do, not to memorize. That means instead of just listening to a lecture or filling out a worksheet, students are interacting with content in a way that’s physical, social, and deeply engaging.

Plus, they promote collaboration. Communication. Critical thinking. Resilience, and basically, all the outcomes we want in education; but in a form students actually enjoy.

So how do you actually build an educational escape room? Well, first: you need a learning objective. What concept are students supposed to walk away understanding better? Once that’s nailed down, the instructor becomes a game designer: building puzzles that align with that goal, layering in story elements, and figuring out the right level of difficulty.

Think of it as designing a mini-game that teaches. Ideally, puzzles aren’t just random, they’re purposeful. A math puzzle might require knowledge of formulas covered in class. A history challenge could involve matching dates and events. And all of it has to flow together in a way that makes sense narratively and logically.

After the activity, a debriefing session is key. This is where students reflect on what happened: what worked, what didn’t, what they learned, and how they could improve. That metacognitive step – thinking about thinking - is where deeper learning happens.

Now, let’s say you don’t have the time, space, or budget to build a full-scale escape room. No worries. There are two clever alternatives.

First, we’ve got escape boxes. Think of them as portable puzzles-in-a-box. They might include a lockable toolbox, hidden compartments, paper clues, maybe even some digital elements. They’re easier to set up and just as fun: perfect for classrooms or events with limited space.

Then there are digital escape rooms. These can often be built with tools like Google Forms, Google Docs, or even learning platforms. Students work solo or in teams to solve puzzles online, sometimes in a Zoom breakout room, sometimes asynchronously. They replicate the same problem-solving and collaboration, just without the physical component.

Each format; physical, boxed, or digital; has its pros and cons. But they all aim for the same outcome: engaged, active learning.

Escape rooms have already made a mark in several fields. Medical schools, for instance, have used them to teach infection control, emergency response, and clinical reasoning. Chemistry classes have designed puzzles around molecular structures and chemical equations.

In every case, students reported higher engagement, better retention, and more confidence in applying their knowledge.

One big reason why you could use escape rooms for learning? These experiences feel real. They simulate actual decision-making in an urgent environment. That’s something that a quiz or PowerPoint just can’t deliver. But of course, this isn’t a magic bullet.

Designing escape rooms takes time, effort, and creativity. Not every instructor has the resources, or support, to build one from scratch. And because traditional escape rooms only work with small groups, scalability can be a problem.

Then there’s the student side. Some might be new to the concept and need help understanding the rules. Others might be seasoned gamers and fly through the puzzles. Finding that balance is part of the challenge. But, the payoff can still make it worth it.

So are escape rooms the future of education?  Maybe, or maybe not, but they’re certainly part of a growing movement to make learning more active, immersive, and collaborative.

They offer a way to turn assessment into an experience. To make content memorable. And, perhaps most importantly, to bring a sense of curiosity and play back into the classroom.

So next time you're planning a lesson, a training, or even a workshop, ask yourself: what if learning felt more like an adventure? Because sometimes, the best way to unlock knowledge… is with a puzzle.

I hope you found this episode useful.  If you’d like to learn more, then a great place to start is with my free course on gamification.  You can sign up for it at www.universityxp.com/gamification You can also get a full transcript of this episode including links to references in the description or show notes.  Thanks for joining me! Again, I’m your host Dave Eng from games-based learning by University XP.  On Experience Points we explore different ways we can learn from games.  If you liked this episode please consider commenting, sharing, and subscribing.  Subscribing is free and ensures that you’ll get the next episode of Experience Points delivered directly to you.  I’d also love it if you took some time to rate the show! I live to lift others with learning.  So, if you found this episode useful, consider sharing it with someone who could benefit.  Also make sure to visit University XP online at www. universityxp.com University XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XP.  Also, feel free to email me anytime.  My email address is dave@universityxp.com Game on!

Dave Eng, EdD

Principal

dave@universityxp.com

www.universityxp.com                                     

References

Adams, V., Burger, S., Crawford, K., & Setter, R. (2018). Can you escape? Creating an escape room to facilitate active learning. Journal for Nurses in Professional Development, 34(2), E1–E5. https://journals.lww.com/jnsdonline/abstract/2018/03000/can_you_escape__creating_an_escape_room_to.15.aspx

Brown, N., Darby, W., & Coronel, H. (2019). An escape room as a simulation teaching strategy. Clinical Simulation in Nursing, 30, 1–6. https://www.sciencedirect.com/science/article/pii/S1876139918302615

Buchner, J., Rüter, M., & Kerres, M. (2022). Learning with a digital escape room game: Before or after instruction? Research and Practice in Technology Enhanced Learning, 17(1), 10. https://link.springer.com/article/10.1186/s41039-022-00187-x

Danhoff, C. (2022, April 25). Using digital escape rooms to make learning fun. Edutopia. https://www.edutopia.org/article/using-digital-escape-rooms-make-learning-fun/

Eng, D. (2019, August 13). Narratives, toys, puzzles, games. University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2019/8/13/narratives-toys-puzzles-games

Eng, D. (2019, September 10). The player experience. University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2019/9/10/the-player-experience

Eng, D. (2019, September 26). Game theme. University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2019/9/26/game-theme

Eng, D. (2020, August 20). What is player agency? University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2020/8/20/what-is-player-agency

Eng, D. (2020, July 9). What is the magic circle? University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2020/7/9/what-is-the-magic-circle

Eng, D. (2020, March 26). What is games-based learning? University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2020/3/26/what-is-games-based-learning

Eng, D. (2020, May 14). What is a simulation? University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2020/5/14/what-is-a-simulation

Eng, D. (2021, October 26). Applied games-based learning. University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2021/10/26/applied-games-based-learning

Eng, D. (2022, February 1). Debriefing in games-based learning. University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2022/2/1/debriefing-games-based-learning

Eng, D. (2024, March 5). What is the player journey? University XP. Retrieved June 27, 2025, from https://www.universityxp.com/blog/2024/3/5/what-is-the-player-journey

Fink's significant learning outcomes – University at Buffalo, Office of Curriculum, Assessment and Teaching Transformation. (n.d.). Retrieved June 27, 2025, from https://www.buffalo.edu/catt/teach/develop/design/learning-outcomes/finks.html

Fotaris, P., & Mastoras, T. (2019, October). Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games-Based Learning (Vol. 2019, No. 1, pp. 235–243). https://cris.brighton.ac.uk/ws/portalfiles/portal/7029200/Escape_Rooms_for_Learning_ECGBL_Fotaris_Mastoras_final_draft.pdf

Hall, L. E. (2021). Planning your escape: Strategy secrets to make you an escape room superstar. Simon & Schuster. https://www.simonandschuster.com/books/Planning-Your-Escape/L-E-Hall/9781982140342

Hall, L. E. (2021). The 2000s: Precursors and the birth of escape rooms. In Planning your escape: Strategy secrets to make you an escape room superstar (pp. 97–114). Simon &

Schuster. https://www.simonandschuster.com/books/Planning-Your-Escape/L-E-Hall/9781982140342

How simulation escape rooms can make learning stick – Laerdal Medical. (n.d.). Retrieved June 27, 2025, from https://laerdal.com/us/information/how-simulation-escape-rooms-can-make-learning-stick/

International escape room markets analysis – The Logic Escapes Me. (n.d.). Retrieved June 27, 2025, from https://thelogicescapesme.com/news/international-escape-room-markets-analysis/

Karageorgiou, Z., Mavrommati, E., & Fotaris, P. (2019, October). Escape room design as a game-based learning process for STEAM education. In ECGBL 2019 13th European Conference on Game-Based Learning (p. 378). Academic Conferences and Publishing International. https://cris.brighton.ac.uk/ws/portalfiles/portal/7029238/Escape_Room_Design_as_a_Game_Based_Learning_Process_for_STEAM_Education_draft.pdf

Penttilä, K. (2018). History of escape games: Examined through real-life and digital precursors and the production of Spygame [Master’s thesis, University of Turku]. UTUPub. https://www.utupub.fi/bitstream/handle/10024/145879/History_of_Escape_Games_ProGradu_Katriina_Penttil%C3%A4.pdf

Veldkamp, A., Daemen, J., Teekens, S., Koelewijn, S., Knippels, M. C. P., & van Joolingen, W. R. (2020). Escape boxes: Bringing escape room experience into the classroom. British Journal of Educational Technology, 51(4), 1220–1239. https://bera-journals.onlinelibrary.wiley.com/doi/full/10.1111/bjet.12935

Vergne, M. J., Smith, J. D., & Bowen, R. S. (2020). Escape the (remote) classroom: An online escape room for remote learning. Journal of Chemical Education, 97(9), 2845–2848. https://pubs.acs.org/doi/full/10.1021/acs.jchemed.0c00449

Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166, 104156. https://www.sciencedirect.com/science/article/pii/S0360131521000336

Willis, S. (n.d.). Escape rooms: An alternative to traditional forms of assessment. In T. Asino (Ed.), Learning in the digital age. Oklahoma State University. Retrieved June 27, 2025, from https://open.library.okstate.edu/learninginthedigitalage/chapter/escape-rooms_an-alternative-to-traditional-forms-of-assessment/

Yang, C. L., Chang, C. Y., & Jen, H. J. (2023). Facilitating undergraduate students’ problem-solving and critical thinking competence via online escape room learning. Nurse Education in Practice, 73, 103828. https://www.sciencedirect.com/science/article/pii/S1471595323002901

Cite this Episode

Eng, D. (2025, July 15). Escape Rooms for Learning. Retrieved MONTH DATE, YEAR, from https://www.universityxp.com/blog/2025/7/7/escape-rooms-for-learning

Internal Ref: UXPKJUS65ZWQ