978-1-7281-4959-2/19/$31.00 ©2019 IEEE
Enter the Serious E-scape Room: A Cost-Effective
Serious Game Model for Deep and Meaningful E-
learning
Stylianos Mystakidis
Faculty of Information Technology
University of Jyväskylä & Patras
Jyväskylä, Finland & Patras, Greece
smyst@upatras.gr
Enrique Cachafeiro
OESO
Duke Health
Durham, USA
enrique.cachafeiro@duke.edu
Ioannis Hatzilygeroudis
Department of Computer Engineering
& Informatics
University of Patras
Patras, Greece
ihatz@ceid.upatras.gr
Abstract— Escape rooms are a phenomenon that has taken
the world by storm in the last decade. Simultaneously Virtual
Reality is a promising technology for innovation in education,
training and e-learning. Combining these two concepts, this
paper outlines a new model for designing serious games in
virtual reality environments for high quality, deep and
meaningful learning, the Serious E-scape Room. It describes the
theoretical grounding, general guidelines and principles of the
model. It also presents the case study “Room of Keys”, a serious
virtual escape room for biology concepts. To test the
assumptions of the model, researchers conducted a mixed
research study with 148 students in a US high school. Pre-post
test results recorded a 13.8% performance increase and high
overall satisfaction. The game has been received enthusiastically
by students, it increased their motivation and helped them build
a deeper understanding of the learned concepts.
Keywords—escape room, virtual reality, serious games, deep
and meaningful learning, biology
I. INTRODUCTION
Virtual reality (VR) is a technological field with origins in
analog, mechanical systems such as the Sensorama [1]. VR re-
emerged in recent years offering psychological and sensory
immersion [2] through digital, computer-generated virtual
environments. Desktop VR environments have been utilized
effectively for a long time in education [3]. Educators have
been able to design and develop innovative, immersive
resources, environments, experiences, such as simulations and
games for teaching and learning [4]. VR experiences are
currently being used mainly for entertainment but also for
educational purposes [5]. As new VR software platforms and
hardware such as head-mounted displays and peripherals
emerge in quick pace, it is essential to provide affordable tools
and paradigms for educators to adopt VR and use it effectively
for high quality, deep and meaningful learning experiences.
In this paper, we present a new model for designing mini
serious games in VR environments, virtual escape rooms. We
present the design and development of the awarding-winning
educational serious escape room “The room of keys”, for
learning biology concepts. We also provide preliminary
evaluation results from first user experiences breaking out of
the virtual escape room.
II. BACKGROUND
A. Deep and Meaningful E-learning
Deep learning is the result of a deep approach to learning.
This approach is characterized by an intrinsic interest in the
subject matter and a drive to understand the underpinning
principles behind studied phenomena and processes [6]. Deep
learning thus is durable and interconnected with existing
knowledge.
Meaningful learning occurs when learning is active,
constructive, intentional, authentic, and cooperative [7]. More
specific, meaningful learning experiences include tasks linked
with authentic, realistic context so that new competences can
be transferred and applied in real settings. In these
experiences, learners participate actively to make a personal
cognitive contribution by interacting with content materials
and learning environments. Their actions should be
intentional, self-directed towards their own individual goals
and serve the construction of personal interpretation and
meaning through reflection on new knowledge and observed
phenomena. This sustained critical discourse takes place in a
knowledge community with collaborative tasks that involve
both teachers and co-learners [8].
These two concepts have correspondences in their
structure and thus have been unified in the term deep and
meaningful learning [9]. The achievement of deep and
meaningful learning is challenging in e-learning where
learning quality and drop-out rates are constant concerns [10].
Addressing e-learning participants’ emotions and intrinsic
motivation improves deep learning and performance [11].
B. Escape rooms in Education
Appropriately designed gameful and playful motivation
enhancement methods such as gamification and serious games
can empower learners to develop and adopt autonomous,
intrinsic goals, increase their engagement and facilitate deep
and meaningful e-learning [12], [13]. Serious games are
experiences that offer a set of meaningful choices with a
primary educational purpose [14].
Escape rooms are a new type of leisure spatial activity
originating from Japan that are spreading rapidly world-wide
in the last decade [15]. Escape rooms are defined as live-action
team-based games where players discover clues, solve
puzzles, and accomplish tasks in one or more rooms in order