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Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture

2025 , Valencia-Aragón, Kevin , Arias Flores, Hugo Patricio , Zapata, Mireya , Luis Aguirre-Morales , Sandra Sanchez-Gordon

This study explores the implementation of an educational Escape Room as a pedagogical strategy to teach tangible cultural heritage to students in Ecuador. This Escape Room was designed using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) and integrated into the basic education curriculum for Ecuadorian schools. The primary objective was to enhance students’ engagement and understanding of Ecuador’s cultural heritage through an interactive and gamified learning experience. The Escape Room was structured around five missions, each focusing on different aspects of the cultural heritage of five parishes in Ecuador. Students were required to solve puzzles, answer questions, and complete challenges to progress through the game. The results of the implementation, evaluated through observation and student feedback, indicated a high level of student engagement, improved problem-solving skills, and a deeper appreciation for Ecuador’s cultural heritage. The study concludes that Escape Rooms can be an effective tool for teaching cultural heritage, fostering teamwork, creativity, and critical thinking among students. This innovative approach not only makes learning more dynamic and enjoyable but also aligns with modern educational trends that emphasize active and experiential learning.

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Educational Escape Room: A Gamified Strategy for Teaching Ecuadorian Cultural Heritage

2026 , Arias Flores, Hugo Patricio , Zapata, Mireya

The study is grounded in educational innovation through gamification, emphasizing the significance of meaningful learning and active student engagement. The primary objective is to design a sustainable course based on the ADDIE model, incorporating the Escape Room strategy to enhance motivation and learning in Cultural and Artistic Education. The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was employed to structure the educational proposal. In the analysis phase, educational needs were identified through consultations with 18 teachers. During the design phase, the structure of the Escape Room, entitled “La Ruta Escondida—Discovering History,” was established, featuring thematic missions related to Ecuadorian heritage. In the development phase, digital educational resources were created using platforms such as Genially and Wordwall. Implementation involved active student participation, and evaluation was conducted using observation checklists. The findings demonstrate improvements in student motivation, collaborative work, and problem-solving skills. Greater interaction and content appropriation were observed, establishing the Escape Room as an effective tool for immersive learning. The study confirms that gamification fosters meaningful learning by promoting participation and the development of key skills within the classroom. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2026.