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Sequential educational escape room structure for a digital learning unit

Design · All designs
Evidence · 1 claim (1 for) · 1 study (1 review), q2 · 0 of 1 report an effect size · 1 claim rests on one study

Description

The unit adopts the escape room model, relying on the EscapED theoretical framework and Nicholson's puzzle-organization typology. The authors state: "We applied the sequential structure, where players must solve the puzzles one at a time, and the final puzzle allows them to win the game." In D-UDA, solving classroom riddles yields a code linking to Scratch games, whose completion yields puzzle pieces composing a feather that unlocks the final Domus escape room. A narrative character, a cycling-traveler archaeologist, links the enigmas.

Design Implications

Context

Requirements

  • A narrative link connecting all enigmas
  • Puzzles organized so each solved puzzle yields access to the next stage

Constraints

Target Learners

  • Primary school children

Learning Goals

  • Logical-mathematical problem solving within a game narrative

Claims

Examples

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Key Sources

  • Walter Setti, Rebecca Tarello, Erica Volta, Lucia Ferlino, Monica Gori, Gualtiero Volpe. (2025). DUDA: a digital didactic learning unit based on educational escape rooms and multisensory learning activities for primary school children during COVID-19 lockdown. Education Tech Research Dev 73. https://doi.org/10.1007/s11423-024-10407-4
Page metadata
Field Value
type design
id sequential-educational-escape-room-dlu
title Sequential educational escape room structure for a digital learning unit
description The unit adopts the escape room model, relying on the EscapED theoretical framework and Nicholson's puzzle-organization typology.
status review
generated by process:settle-candidates on 2026-10-28
trust unverified — no one has confirmed this page's content
sources 1 — walter-setti-2025

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