Exploring the Acceptance and Impact of a Digital Escape Room Game for Environmental Education Using Structural Equation Modeling
Abstract
1. Introduction
2. Related Literature
3. System Overview
4. Materials and Methods
- Perceived Ease of Use (PEoU): It refers to the degree to which users believe that the game is easy to use. This variable is important for the acceptance of digital escape rooms. Three-dimensional environments need to have user-friendly interfaces in order to facilitate users during their navigation and interaction with game elements.
- Perceived Enjoyment (PE): This refers to the level of pleasure users experience while playing the game. This variable plays a crucial role in motivating users to engage further with the learning process and making it more enjoyable.
- Perceived Usefulness (PU): This refers to users’ perception of how beneficial the game is for environmental education. This variable is important for the adoption of digital escape rooms. Users who believe that the game is a valuable tool for learning about environmental issues are more motivated to use it. Moreover, the likelihood of withdrawing from the learning process is reduced.
- Learning Engagement (LE): This refers to the extent to which users engage with the game and the educational content. This variable plays a key role in the effectiveness of digital escape rooms for environmental education. In particular, the more engaged users are with the game, the more likely they are to explore the environmental material and apply it in real-life contexts.
- Environmental Knowledge (EK): This refers to the increase in users’ knowledge about environmental issues resulting from their interaction with the game. This variable is key in assessing the educational impact of digital escape rooms. Users who acquire a better understanding of environmental issues through the game are more prone to taking action to protect the environment.
- Environmental Behavior (EB): This refers to the changes in users’ behavior regarding environmental protection after playing the game. This variable is essential in evaluating the impact of digital escape rooms on users’ actions toward environmental conservation. Specifically, those who become more aware of environmental issues through the game may adopt more eco-friendly practices in their daily lives.
5. Results
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Characteristics | Number | Percentage | |
---|---|---|---|
Age | 18–24 | 78 | 65.0% |
25–34 | 33 | 27.5% | |
≥35 | 9 | 7.5% | |
Gender | Female | 66 | 55.0% |
Male | 54 | 45.0% | |
Area of origin | Urban origins | 84 | 70.0% |
Non-urban origins | 36 | 30.0% | |
Studies | Undergraduate | 60 | 50.0% |
Postgraduate | 60 | 50.0% | |
Academic background | Health and Care Sciences | 30 | 25.0% |
Engineering | 54 | 45.0% | |
Economics and Social Sciences | 36 | 30.0% | |
Computer skills | Basic | 27 | 22.5% |
Intermediate | 39 | 32.5% | |
Advanced | 54 | 45.0% | |
Ecological behavior | Low | 66 | 55.0% |
Medium | 36 | 30.0% | |
High | 18 | 15.0% |
Variable | Indicator | Measurement Question |
---|---|---|
PEoU | PEoU1 | I found the game easy to navigate. |
PEoU2 | The instructions in the game were clear and understandable. | |
PEoU3 | I had no trouble using the game’s features. | |
PE | PE1 | I found the game enjoyable. |
PE2 | The game was fun to play. | |
PE3 | I felt entertained while playing the game. | |
PU | PU1 | The game helped me understand environmental issues better. |
PU2 | The game was useful in teaching me about sustainability. | |
PU3 | I believe the game can improve my knowledge of environmental conservation. | |
LE | LE1 | I actively participated in the game’s challenges. |
LE2 | I was focused on learning during the game. | |
LE3 | The game kept me engaged throughout the learning process. | |
EK | EK1 | I learned new facts about the environment from the game. |
EK2 | The game increased my understanding of environmental protection. | |
EK3 | I feel more knowledgeable about sustainability issues after playing the game. | |
EB | EB1 | I have changed some of my daily habits to help the environment. |
EB2 | I am more mindful of my environmental impact since playing the game. | |
EB3 | The game inspired me to take action for environmental conservation. |
Variable | Indicator | Outer Loading | AVE | CR | Cronbach’s Alpha |
---|---|---|---|---|---|
PEoU | PEoU1 | 0.832 | 0.702 | 0.878 | 0.821 |
PEoU2 | 0.856 | ||||
PEoU3 | 0.724 | ||||
PE | PE1 | 0.912 | 0.647 | 0.821 | 0.812 |
PE2 | 0.795 | ||||
PE3 | 0.803 | ||||
PU | PU1 | 0.874 | 0.732 | 0.901 | 0.868 |
PU2 | 0.768 | ||||
PU3 | 0.811 | ||||
LE | LE1 | 0.93 | 0.762 | 0.85 | 0.875 |
LE2 | 0.901 | ||||
LE3 | 0.928 | ||||
EK | EK1 | 0.812 | 0.698 | 0.832 | 0.843 |
EK2 | 0.781 | ||||
EK3 | 0.805 | ||||
EB | EB1 | 0.682 | 0.687 | 0.865 | 0.802 |
EB2 | 0.779 | ||||
EB3 | 0.876 |
PEoU | PE | PU | LE | EK | EB | |
---|---|---|---|---|---|---|
PEoU | 0.842 | |||||
PE | 0.518 | 0.763 | ||||
PU | 0.299 | 0.222 | 0.835 | |||
LE | 0.423 | 0.573 | 0.312 | 0.795 | ||
EK | 0.389 | 0.415 | 0.242 | 0.374 | 0.792 | |
EB | 0.228 | 0.37 | 0.467 | 0.503 | 0.378 | 0.788 |
Hypothesis | Path | β | Std. Dev. | t-Stat. | p-Value | Supported |
---|---|---|---|---|---|---|
H1 | PEoU → PE | 0.322 | 0.146 | 2.286 | 0.024 | Yes |
H2 | PEoU → PU | 0.294 | 0.145 | 2.012 | 0.045 | Yes |
H3 | PE → LE | 0.242 | 0.155 | 2.309 | 0.021 | Yes |
H4 | PU → LE | 0.351 | 0.135 | 2.593 | 0.013 | Yes |
H5 | LE → EK | 0.215 | 0.168 | 2.175 | 0.032 | Yes |
H6 | LE → EB | 0.554 | 0.125 | 4.423 | 0.000 | Yes |
H7 | EK → EB | 0.603 | 0.114 | 5.455 | 0.000 | Yes |
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Krouska, A.; Troussas, C.; Mylonas, P.; Sgouropoulou, C. Exploring the Acceptance and Impact of a Digital Escape Room Game for Environmental Education Using Structural Equation Modeling. Information 2025, 16, 528. https://doi.org/10.3390/info16070528
Krouska A, Troussas C, Mylonas P, Sgouropoulou C. Exploring the Acceptance and Impact of a Digital Escape Room Game for Environmental Education Using Structural Equation Modeling. Information. 2025; 16(7):528. https://doi.org/10.3390/info16070528
Chicago/Turabian StyleKrouska, Akrivi, Christos Troussas, Phivos Mylonas, and Cleo Sgouropoulou. 2025. "Exploring the Acceptance and Impact of a Digital Escape Room Game for Environmental Education Using Structural Equation Modeling" Information 16, no. 7: 528. https://doi.org/10.3390/info16070528
APA StyleKrouska, A., Troussas, C., Mylonas, P., & Sgouropoulou, C. (2025). Exploring the Acceptance and Impact of a Digital Escape Room Game for Environmental Education Using Structural Equation Modeling. Information, 16(7), 528. https://doi.org/10.3390/info16070528