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

Journal
Lecture Notes in Networks and Systems
ICT for Intelligent Systems
ISSN
2367-3370
2367-3389
Date Issued
2026
Author(s)
Arias Flores, Hugo Patricio
Centro de investigación en Mecatrónica y Sistemas Interactivos
Zapata, Mireya
Centro de investigación en Mecatrónica y Sistemas Interactivos
Type
Resource Types::text::conference output::conference proceedings
DOI
10.1007/978-981-96-8750-3_21
URL
https://cris.indoamerica.edu.ec/handle/123456789/9923
Abstract
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.
Subjects
  • ADDIE model

  • Collaborative work

  • Cultural and artistic...

  • Educational resource

  • Escape room

  • Gamification

  • Meaningful learning

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