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¶
Related Designs¶
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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