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Original Articles

Creating Engaging Escape Rooms for the Classroom

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (9)

Andrea Bertoni & Andrea Maffia. (2024) Promoting creative insubordination using Escape Games in mathematics. International Journal of Mathematical Education in Science and Technology 55:4, pages 1054-1064.
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Athanasios Christopoulos, Stylianos Mystakidis, Enrique Cachafeiro & Mikko-Jussi Laakso. (2023) Escaping the cell: virtual reality escape rooms in biology education. Behaviour & Information Technology 42:9, pages 1434-1451.
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Thomas Trendowski. (2022) Escape Rooms in Health Education. Journal of Physical Education, Recreation & Dance 93:7, pages 47-51.
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Lauren Weisberg, Kara Dawson & Nancy Fichtman Dana. (2022) Engaging Preservice Teachers in the Design of Digital Breakout Games in an Educational Technology Course. Journal of Digital Learning in Teacher Education 38:2, pages 71-88.
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Paul Booth. (2022) Between fan and player. Popular Communication 20:1, pages 16-28.
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Marsha Sowell. (2021) Incorporating Curriculum Content into Educational Escape Games for Middle School Students. The Clearing House: A Journal of Educational Strategies, Issues and Ideas 94:2, pages 47-52.
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Jessica Cerri Mirasol & Lizzy Walker. (2020) Transforming Tangible Materials to Intangible Experiences: A Case Study of Two Escape Rooms at Wichita State University. New Review of Academic Librarianship 26:2-4, pages 322-337.
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Tania Ouariachi & Elving J. L. Wim. (2020) Escape rooms as tools for climate change education: an exploration of initiatives. Environmental Education Research 26:8, pages 1193-1206.
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Articles from other publishers (103)

Brett Rocha & Kevin F. McMullen. (2024) Mechanics Escape Room: Escaping the Monotony of Solving Problems. Journal of Civil Engineering Education 150:3.
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Tal Yachin & Miri Barak. (2023) Science-Based Educational Escape Games: A Game Design Methodology. Research in Science Education 54:2, pages 299-313.
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Marta Mauri-Medrano, Sara González-Yubero, Carolina Falcón-Linares & María Jesús Cardoso-Moreno. (2024) Gamifying the university classroom: a comparative analysis of game dimensions through educational Escape Room and a digital board game. Frontiers in Education 9.
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Ivan Stojšić. (2024) POSSIBLE UTILIZATION OF GENERATIVE ARTIFICIAL INTELLIGENCE TOOLS FOR CREATING DIGITAL EDUCATIONAL ESCAPE ROOMS. SCIENCE International Journal 3:1, pages 43-47.
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Johann Schmidt, Tatjana Korte, Henning Amel & Marco Beeken. (2023) “The Gourmet Murderer” – a mobile escape room on food chemistry. CHEMKON 31:2, pages 60-66.
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Vered Yeflach-Wishkerman. (2024) Perceptions of pre-service teachers while developing a virtual educational escape room (VEER) using online collaborative learning. International Journal of Educational Research 125, pages 102348.
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Theané Janse van Rensburg & Machdel Matthee. 2024. ICT Education. ICT Education 3 17 .
Georgios Villias & Mark Winterbottom. 2024. Shaping the Future of Biological Education Research. Shaping the Future of Biological Education Research 63 78 .
Güliz ŞAHİN. (2023) Designing a digital escape room game: An experience of a digital learning tool in basic education. Journal of Educational Technology and Online Learning 6:4, pages 925-946.
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Iria Paz Gil, Alberto Prado Roman & Miguel Prado Roman. (2023) Teaching-learning of the relevance of sustainability through an educational escape room designed for the field of economics and business. Journal of Management and Business Education 6:Special, pages 587-599.
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Yael Hakshurian. (2023) Teachers’ Competencies in Developing Digital Educational Escape Rooms. Educatia 21:25, pages 66-71.
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Almudena Macías-Guillén, Raquel Montes Díez & Oriol Borrás-Gené. (2023) Escape Room Educativo digital para el aprendizaje en docencia híbrida. Campus Virtuales 12:2, pages 19.
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Andrés Maroto Sánchez. (2023) Using digital educational escape rooms as a motivational review tool for Economics. The International Journal of Management Education 21:3, pages 100852.
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Yu-Chi Chen, Chi-Yu Chao & Huei-Tse Hou. (2023) Learning Pattern Recognition Skills From Games: Design of an Online Pattern Recognition Educational Mobile Game Integrating Algebraic Reasoning Scaffolding. Journal of Educational Computing Research 61:6, pages 1232-1251.
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Mansour Saleh Alabdulaziz. (2023) Escape rooms technology as a way of teaching mathematics to secondary school students. Education and Information Technologies 28:10, pages 13459-13484.
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Jason Diakoumakos, Anastasios Theodoropoulos & George Lepouras. (2023) Species' Citadel's Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum. Species' Citadel's Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum.
Alya Dhiya' Mardhiyyah, Vincent, K.L. Mario Gracius, Frihandhika Permana & Fairuz Iqbal Maulana. (2023) LonelyScape: Increasing Attractiveness of Escape Room Game Using Augmented Reality Technology. LonelyScape: Increasing Attractiveness of Escape Room Game Using Augmented Reality Technology.
Johann Schmidt, Henning Amel, Tatjana Korte & Marco Beeken. (2023) “In Search of Prof. Aurum”─A Mobile Escape Room Setting for Youth Recreation. Journal of Chemical Education 100:8, pages 3132-3137.
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Marek Nowacki & Andrzej Stasiak. (2023) Identification of Memorable Game Experiences: Analysis of Escape Rooms Visitors’ Experiences. Games and Culture.
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Valéry Bezençon, Alessio De Santo, Adrian Holzer & Bruno Lanz. (2023) Escape Addict: A digital escape room for the prevention of addictions and risky behaviors in schools. Computers & Education 200, pages 104798.
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Eleni Meletiadou. 2023. Handbook of Research on Redesigning Teaching, Learning, and Assessment in the Digital Era. Handbook of Research on Redesigning Teaching, Learning, and Assessment in the Digital Era 1 20 .
Brett Rocha, Kevin McMullen & Michael Rocha. (2023) Say Yes to the Stress: Escape Rooms in Civil Engineering Classrooms. Say Yes to the Stress: Escape Rooms in Civil Engineering Classrooms.
Robert Ross, Richard Hall & Sarah Ross. (2023) Conducting educational escape rooms during a global pandemic. The International Journal of Information and Learning Technology 40:3, pages 193-201.
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Sergio Sampedro-Martín, Elisa Arroyo-Mora, José María Cuenca López & Myriam José Martín-Cáceres. (2023) Gamification and Controversial Heritage: Trainee Teachers’ Conceptions. Sustainability 15:10, pages 8051.
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Romket Pornsakulpaisal, Zara Ahmed, Harold Bok, Marco Antonio de Carvalho Filho, Smruthik Goka, Lauren Li, Aditya Patki, Shaudee Salari, Vitallia Sooknarine, Sook Woon Yap & Jenny Moffett. (2023) Building digital escape rooms for learning: From theory to practice. The Clinical Teacher 20:2.
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Lauren Amber Holly Crabb & Hanna Yakavenka. 2023. Learning With Escape Rooms in Higher Education Online Environments. Learning With Escape Rooms in Higher Education Online Environments 262 286 .
Pablo Sotoca Orgaz, Marta Arévalo Baeza & Alexandra Santamaría Urbieta. 2023. Learning With Escape Rooms in Higher Education Online Environments. Learning With Escape Rooms in Higher Education Online Environments 171 194 .
Marta Magadán-Díaz & Jesús I. Rivas-García. 2023. Learning With Escape Rooms in Higher Education Online Environments. Learning With Escape Rooms in Higher Education Online Environments 26 48 .
Ricardo Moreno-Rodriguez, José Luis Lopez-Bastias, Miriam Diaz-Vega & Rosa Espada-Chavarria. (2023) Educational Breakout Based on Star Wars for Learning the History of Spanish Sign Language. Information 14:2, pages 96.
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Félix Yllana-Prieto, David González-Gómez & Jin Su Jeong. (2023) Influence of two educational Escape Room– Breakout tools in PSTs’ affective and cognitive domain in STEM (science and mathematics) courses. Heliyon 9:1, pages e12795.
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Mirek Stolee. 2023. Interactive Storytelling. Interactive Storytelling 38 53 .
Lisa Heller Boragine. 2023. Educating the Sustainability Leaders of the Future. Educating the Sustainability Leaders of the Future 59 73 .
J. M. Rodríguez-Ferrer, A. Manzano-León, C. Fernández-Jiménez, J. M. Aguilar-Parra, A. J. Cangas & A. Luque de la Rosa. (2022) The use of digital escape rooms in nursing education. BMC Medical Education 22:1.
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Josef Buchner, Martina Rüter & Michael Kerres. (2022) Learning with a digital escape room game: before or after instruction?. Research and Practice in Technology Enhanced Learning 17:1.
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Christina Cantwell, Soheil Saadat, Sangeeta Sakaria, Warren Wiechmann & Gabriel Sudario. (2022) Escape box and puzzle design as educational methods for engagement and satisfaction of medical student learners in emergency medicine: survey study. BMC Medical Education 22:1.
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Ana Isabel Fraguas-Sánchez, Dolores R. Serrano & Elena González-Burgos. (2022) Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom. Education Sciences 12:11, pages 833.
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Marta Magadan-Diaz & Jesus I. Rivas-Garcia. (2022) The escape room as a teaching tool in the university virtual classroom: perceptions and learning results. The escape room as a teaching tool in the university virtual classroom: perceptions and learning results.
Maja Videnovik, Tone Vold, Georgina Dimova, Linda Vibeke Kiønig & Vladimir Trajkovik. (2022) Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology. JMIR Serious Games 10:3, pages e32095.
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Alice Veldkamp, Johanna Rebecca Niese, Martijn Heuvelmans, Marie‐Christine P. J. Knippels & Wouter R. van Joolingen. (2022) You escaped! How did you learn during gameplay?. British Journal of Educational Technology 53:5, pages 1430-1458.
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Santiago Pozo-Sánchez, Georgios Lampropoulos & Jesús López-Belmonte. (2022) Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms. Journal of New Approaches in Educational Research 11:2, pages 307.
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Richard A. Martina & Sultan Göksen. (2020) Developing Educational Escape Rooms for Experiential Entrepreneurship Education. Entrepreneurship Education and Pedagogy 5:3, pages 449-471.
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Marina Martínez Carmona, Enrique Ayuso Fernández & Francisco Serrano. (2022) Propuesta de un Breakoutedu de cinemática para el alumnado de primero de bachillerato. Ápice. Revista de Educación Científica 6:1.
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Robert Ross & Artemisia Bennett. (2022) Increasing Engagement With Engineering Escape Rooms. IEEE Transactions on Games 14:2, pages 161-169.
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José Carlos Piñero Charlo. 2022. Handbook of Research on the Influence and Effectiveness of Gamification in Education. Handbook of Research on the Influence and Effectiveness of Gamification in Education 143 163 .
Stylianos Mystakidis & Athanasios Christopoulos. (2022) Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education. Information 13:3, pages 136.
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Renata Torres Mattos P. de Souza & Ana Cláudia Kasseboehmer. (2021) The Thalidomide Mystery: A Digital Escape Room Using Genially and WhatsApp for High School Students. Journal of Chemical Education 99:2, pages 1132-1139.
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David González-Gómez & Jin Su Jeong. (2022) Approaches and Methods of Science Teaching and Sustainable Development. Sustainability 14:3, pages 1546.
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Lena von Kotzebue, Joerg Zumbach & Anna Brandlmayr. (2022) Digital Escape Rooms as Game-Based Learning Environments: A Study in Sex Education. Multimodal Technologies and Interaction 6:2, pages 8.
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Marta Ferreira Dias, Marlene Amorim, Fernando Silvio Cavalcante Pimentel, Jessica Reuter & Renato Encarnação. 2022. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills 423 441 .
Ángela Gómez López. 2022. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills 323 339 .
María Elena Parra-González, Beatriz Parra Díez & Adrián Segura-Robles. 2022. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills. Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills 303 322 .
Jessica Reuter, Marta Ferreira Dias, Marlene Amorim, Mara Madaleno & Claúdia Veloso. 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning 533 553 .
Divya Menon & Margarida Romero. 2022. Research Anthology on Developments in Gamification and Game-Based Learning. Research Anthology on Developments in Gamification and Game-Based Learning 884 902 .
L. Abensur Vuillaume & A. Chauvin. (2022) Nouvelle méthode pédagogique en médecine d’urgence : l’ escape game . Annales françaises de médecine d’urgence 12:1, pages 29-35.
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Thanos Papaioannou, Aggeliki Tsohou, Georgios Bounias & Stylianos Karagiannis. 2022. Trust, Privacy and Security in Digital Business. Trust, Privacy and Security in Digital Business 33 49 .
Kyungjae Jang. (2021) Constructing and Consuming Space in Detective Fiction Tourism: The Case of the Detective Conan Mystery Tour . The Journal of Popular Culture 54:6, pages 1355-1370.
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Cindy J. Hadenfeldt, Heather M. Naylor & Marilee A. Aufdenkamp. (2021) Escape the Pharmacy: An Active Learning Strategy for the Nursing Pharmacology Classroom. Nursing Education Perspectives 42:6, pages E161-E162.
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Desiree A. Diaz, Kristen McVerry, Syretta Spears, Rubén Z. Díaz & Loren T. Stauffer. (2021) Using Experiential Learning in Escape Rooms to Deliver Policies and Procedures in Academic and Acute Care Settings. Nursing Education Perspectives 42:6, pages E168-E170.
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Guilhem Olombel, Paola Vianez & Damien Djaouti. (2021) Évaluation de l'efficacité pédagogique d'un jeu d’évasion au lycéeEvaluating the learning efficiency of escape games: a case study in high school. Sciences du jeu:16.
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Beat Horat & Mareen Przybylla. (2021) CS Learning in Educational Escape Room. CS Learning in Educational Escape Room.
Irina Paraschivoiu, Josef Buchner, Robert Praxmarer & Thomas Layer-Wagner. (2021) Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News. Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News.
Deirdre Dixon, George H. Tompson, Raymond Papp & Abigal R. Hall. (2021) The Epic Escape Room: Choosing the Best Option for Growth. Small Business Institute Journal 17:1.
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Almudena Macías-Guillén, Raquel Montes Díez, Lucía Serrano-Luján & Oriol Borrás-Gené. (2021) Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students. Education Sciences 11:9, pages 527.
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Laure Abensur Vuillaume, Garry Laudren, Alexandre Bosio, Pauline Thévenot, Thierry Pelaccia & Anthony Chauvin. (2021) A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development. JMIR Serious Games 9:3, pages e27291.
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Sungjin Park, Kyoungsoon Min & Sangkyun Kim. (2021) Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences. Sustainability 13:16, pages 9121.
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Ana Manzano-León, José Manuel Aguilar-Parra, José M. Rodríguez-Ferrer, Rubén Trigueros, Rocío Collado-Soler, Cristina Méndez-Aguado, María Jesús García-Hernández & Laura Molina-Alonso. (2021) Online Escape Room during COVID-19: A Qualitative Study of Social Education Degree Students’ Experiences. Education Sciences 11:8, pages 426.
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Fridolin Wild, Lawrence Marshall, Jay Bernard, Eric White & John Twycross. (2021) UNBODY: A Poetry Escape Room in Augmented Reality. Information 12:8, pages 295.
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Ana Manzano-León, José M. Rodríguez-Ferrer, José Manuel Aguilar-Parra, Ana María Martínez Martínez, Antonio Luque de la Rosa, Darío Salguero García & Juan Miguel Fernández Campoy. (2021) Escape Rooms as a Learning Strategy for Special Education Master’s Degree Students. International Journal of Environmental Research and Public Health 18:14, pages 7304.
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Tiffany Bayley, David Wheatley & Ada Hurst. (2021) Assessing a novel problem‐based learning approach with game elements in a business analytics course. Decision Sciences Journal of Innovative Education 19:3, pages 185-196.
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Vicenta Calvo Roselló & Mª Isabel López Rodríguez. (2021) Gamificación en el aula: una experiencia de “escape room inversa”. REDU. Revista de Docencia Universitaria 19:1, pages 47.
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Ana Moura Santos, Sofia Sa, Luis Felipe C. Costa & Luisa Coheur. (2021) Setting up Educational Escape Games: Lessons learned in a Higher Education setting. Setting up Educational Escape Games: Lessons learned in a Higher Education setting.
Hava E. Vidergor. (2021) Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education 166, pages 104156.
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Soowan Kim. (2021) Escape Room Game Spatial Design : Based on Projection Mapping. Journal of Digital Contents Society 22:4, pages 569-578.
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Tilman Michaeli & Ralf Romeike. (2021) Developing a Real World Escape Room for Assessing Preexisting Debugging Experience of K12 Students. Developing a Real World Escape Room for Assessing Preexisting Debugging Experience of K12 Students.
Agoritsa Makri, Dimitrios Vlachopoulos & Richard A. Martina. (2021) Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review. Sustainability 13:8, pages 4587.
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Robert Ross & Anthony de Souza-Daw. (2021) Educational Escape Rooms as an Active Learning Tool for Teaching Telecommunications Engineering. Telecom 2:2, pages 155-166.
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José Carlos Piñero Charlo, Paula Ortega García & Sara Román García. (2021) Formative Potential of the Development and Assessment of an Educational Escape Room Designed to Integrate Music-Mathematical Knowledge. Education Sciences 11:3, pages 131.
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Helvi Itenge, Carolina Islas Sedano & Heike Winschiers-Theophilus. (2021) Virtually Escaping Lock Down - co-designing a mixed reality escape room narrative with Namibian learners-. Virtually Escaping Lock Down - co-designing a mixed reality escape room narrative with Namibian learners-.
Arsenio Villar Lama & Miguel García Martín. (2021) Decoding escape rooms from a tourism perspective: A global scale analysis. Moravian Geographical Reports 29:1, pages 2-14.
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Janet M. Reed & Richard E. Ferdig. (2021) Gaming and anxiety in the nursing simulation lab: A pilot study of an escape room. Journal of Professional Nursing 37:2, pages 298-305.
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Félix Yllana-Prieto, Jin Su Jeong & David González-Gómez. (2021) An Online-Based Edu-Escape Room: A Comparison Study of a Multidimensional Domain of PSTs with Flipped Sustainability-STEM Contents. Sustainability 13:3, pages 1032.
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Stamatia Savvani. 2021. Fostering Meaningful Learning Experiences Through Student Engagement. Fostering Meaningful Learning Experiences Through Student Engagement 92 118 .
Julie A. Woodworth. (2021) Escape Room Teaching Pedagogy in the Didactic Learning Environment for Nursing. Nurse Educator 46:1, pages 39-42.
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Joseph R. Keebler & Mary E. Mancini. 2021. Comprehensive Healthcare Simulation: Improving Healthcare Systems. Comprehensive Healthcare Simulation: Improving Healthcare Systems 231 236 .
Mario Grande-de-Prado, Sheila García-Martín, Roberto Baelo & Víctor Abella-García. (2020) Edu-Escape Rooms. Encyclopedia 1:1, pages 12-19.
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Solomovich Lior. (2020) Studying big data using virtual escape rooms. International Journal of Advanced Statistics and IT&C for Economics and Life Sciences 10:1, pages 23-30.
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Lorena Gutiérrez-Puertas, Verónica V. Márquez-Hernández, Pablo Román-López, Miguel J. Rodríguez-Arrastia, Carmen Ropero-Padilla & Guadalupe Molina-Torres. (2020) Escape Rooms as a Clinical Evaluation Method for Nursing Students. Clinical Simulation in Nursing 49, pages 73-80.
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Tilman Michaeli & Ralf Romeike. (2020) Investigating Students’ Preexisting Debugging Traits: A Real World Escape Room Study. Investigating Students’ Preexisting Debugging Traits: A Real World Escape Room Study.
S. Eric Nybo, Michelle Sahr, Mark Young, Katie Axford, Minji Sohn, Margaret Lyons & Michael Klepser. (2020) Design of a large-scale escape room for first-year pharmacy student orientation. Currents in Pharmacy Teaching and Learning 12:11, pages 1340-1347.
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Zoi Karageorgiou, Eirini Mavrommati, Panagiotis Fotaris & Eleni Christopoulou. (2020) Escape room in education: Evaluating using Experience Pyramid Model. Escape room in education: Evaluating using Experience Pyramid Model.
Maja Videnovik, Vladimir Trajkovik, Linda Vibeke Kiønig & Tone Vold. (2020) Increasing quality of learning experience using augmented reality educational games. Multimedia Tools and Applications 79:33-34, pages 23861-23885.
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José Carlos Piñero Charlo. (2020) Educational Escape Rooms as a Tool for Horizontal Mathematization: Learning Process Evidence. Education Sciences 10:9, pages 213.
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Divya Menon & Margarida Romero. 2020. Global Perspectives on Gameful and Playful Teaching and Learning. Global Perspectives on Gameful and Playful Teaching and Learning 143 162 .
Stylianos Karagiannis, Thanos Papaioannou, Emmanouil Magkos & Aggeliki Tsohou. 2020. Information Systems. Information Systems 509 525 .
Alba García-Viola, José Miguel Garrido-Molina, Verónica V. Márquez-Hernández, Genoveva Granados-Gámez, Gabriel Aguilera-Manrique & Lorena Gutiérrez-Puertas. (2019) The Influence of Gamification on Decision Making in Nursing Students. Journal of Nursing Education 58:12, pages 718-722.
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Robert Ross & Carolyn Bell. (2019) Turning the classroom into an escape room with decoder hardware to increase student engagement. Turning the classroom into an escape room with decoder hardware to increase student engagement.
Stylianos Mystakidis, Enrique Cachafeiro & Ioannis Hatzilygeroudis. (2019) Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning. Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning.
Ran Peleg, Malka Yayon, Dvora Katchevich, Mor Moria-Shipony & Ron Blonder. (2019) A Lab-Based Chemical Escape Room: Educational, Mobile, and Fun!. Journal of Chemical Education 96:5, pages 955-960.
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Bojan Musil, Smiljana Gartner, Igor Pesek & Marjan Krasna. (2019) ICT competences assessment through ICT escape room. ICT competences assessment through ICT escape room.
Kerry A. Bartlett & Janice L. Anderson. 2019. Handbook of Research on Innovative Digital Practices to Engage Learners. Handbook of Research on Innovative Digital Practices to Engage Learners 1 27 .
Zsuzsa Sárközi, Sándor Borbély & Ferenc Járai-Szabó. Deepening secondary students understanding of physics through escape games. Deepening secondary students understanding of physics through escape games.
Jeff Cain. (2019) Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class. Currents in Pharmacy Teaching and Learning 11:1, pages 44-50.
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Alexander Hacke. 2019. Informatics in Schools. New Ideas in School Informatics. Informatics in Schools. New Ideas in School Informatics 281 292 .

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