Digital Escape Rooms as Active Learning Tools in Biomedical Sciences: A Multi-Course Evaluation in Undergraduate Biology Education
Abstract
1. Introduction
2. Materials and Methods
2.1. Study Design
2.2. Context and Participants
2.3. Educational Intervention: Digital Escape Rooms
2.4. Evaluation Instrument
2.5. Data Collection
2.6. Quantitative Analysis
2.7. Qualitative Analysis
3. Results
3.1. Reliability of the Instrument and Overall Trends
3.2. Differences Across Courses in Perceived Educational Value
3.3. Motivation, General Perception, and Relationships Between Dimensions
3.4. Students’ Perspectives on Learning, Workload, and Collaboration
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AI&IP | Applied immunology and immunopathology |
| CB | Cell Biology |
| EERs | Educational escape rooms |
| GI | General Immunology |
| H | Histology |
| STEM | Science, Technology, Engineering, and Mathematics |
References
- Abu Samah, L., Ismail, A., & Hasan, M. K. (2022). The effectiveness of gamification for students’ engagement in technical and vocational education and training. International Journal of Advanced Computer Science and Applications, 13(9), 173–180. [Google Scholar] [CrossRef]
- Antón-Solanas, I., Rodríguez-Roca, B., Urcola-Pardo, F., Anguas-Gracia, A., Satústegui-Dordá, P. J., Echániz-Serrano, E., & Subirón-Valera, A. B. (2022). An evaluation of undergraduate student nurses’ gameful experience whilst playing a digital escape room as part of a first-year module: A cross-sectional study. Nurse Education Today, 118, 105527. [Google Scholar] [CrossRef]
- Aronson, S., Ikuma, L., & Nahmens, I. (2025). Using digital/virtual escape rooms to measure team performance and cohesion of isolated multicultural teams. International Journal of Industrial Ergonomics, 105, 103671. [Google Scholar] [CrossRef]
- Atasever, I., Calik, A., & Duran, E. T. (2025). The digital escape room developed for nursing students: GestDia. BMC Medical Education, 25, 981. [Google Scholar] [CrossRef] [PubMed]
- Awdziej, M., Jaciow, M., Lipowski, M., Tkaczyk, J., & Wolny, R. (2023). Students’ digital maturity and its implications for sustainable behavior. Sustainability, 15(9), 7269. [Google Scholar] [CrossRef]
- Barner, J., Edwards, T., & Smith, R. (2025). Enhancing critical thinking through a virtual unfolding maternity escape room activity. Teaching and Learning in Nursing, 20, e74–e77. [Google Scholar] [CrossRef]
- Beger, A. W., Hannan, S., Patel, R., & Sweeney, E. M. (2025). Virtual escape rooms in anatomy education: Case studies from two institutions. Advances in Physiology Education, 49(3), 621–635. [Google Scholar] [CrossRef]
- Bouali, R., Zaki, M., Agorram, B., Benjelloun, N., Alami, A., & Maskour, L. (2022). University students’ knowledge and misconceptions about cell structure and functions. European Journal of Education Studies, 9(10), 121–138. [Google Scholar] [CrossRef]
- Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. [Google Scholar] [CrossRef]
- Brull, S., Finlayson, S., Kostelec, T., MacDonald, R., & Krenzischeck, D. (2017). Using gamification to improve productivity and increase knowledge retention during orientation. JONA: The Journal of Nursing Administration, 47(9), 448–453. [Google Scholar] [CrossRef]
- Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. [Google Scholar] [CrossRef]
- Christopoulos, A., & Sprangers, P. (2021). Integration of educational technology during the COVID-19 pandemic: An analysis of teacher and student receptions. Cogent Education, 8(1), 1964690. [Google Scholar] [CrossRef]
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September 28). From game design elements to gamefulness: Defining “gamification” [Conference paper]. MindTrek ’11: Academic MindTrek 2011, Tampere, Finland. [Google Scholar] [CrossRef]
- Fazey, D. M. A., & Fazey, J. A. (2001). The potential for autonomy in learning: Perceptions of competence, motivation and locus of control in first-year undergraduate students. Studies in Higher Education, 26(3), 345–361. [Google Scholar] [CrossRef]
- Fernández Fernández, M. M., & Jiménez Tejada, M. P. (2019). Difficulties learning about the cell: Expectations versus reality. Journal of Biological Education, 53(3), 333–347. [Google Scholar] [CrossRef]
- García, M., Victory, N., Navarro-Sempere, A., & Segovia, Y. (2019). Students’ views on difficulties in learning histology. Anatomical Sciences Education, 12(5), 541–549. [Google Scholar] [CrossRef] [PubMed]
- Gliem, J. A., & Gliem, R. R. (2003, October 8–10). Calculating, interpreting, and reporting Cronbach’s alpha reliability coefficient for Likert-type scales. Midwest Research-to-Practice Conference in Adult, Continuing, and Community Education (pp. 82–88), Columbus, OH, USA. Available online: https://scholarworks.indianapolis.iu.edu/items/63734e75-1604-45b6-aed8-40dddd7036ee (accessed on 2 February 2026).
- Grande-de-Prado, M., Abella-García, V., Baelo-Álvarez, R., & García-Martín, S. (2025). Pre-service teachers’ perceptions of educational escape rooms. Journal of Technology and Science Education, 15(2), 543–556. [Google Scholar] [CrossRef]
- Kaul, V., Morris, A., Chae, J. M., Town, J., & Kelly, W. F. (2021). Delivering a novel medical education “escape room” at a national scientific conference: First live, then pivoting to remote learning because of COVID-19. Chest, 160(4), 1424–1432. [Google Scholar] [CrossRef] [PubMed]
- Kim, T., Na, J., Zhang, S., & Bai, Y. (2024). Escape rooms for education: A meta-analysis. International Journal of Instruction, 17(4), 219–232. [Google Scholar] [CrossRef]
- Krouska, 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. [Google Scholar] [CrossRef]
- Landers, R. N. (2015). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752–768. [Google Scholar] [CrossRef]
- Lyons, R., Sweeney, E. M., & Lynch, C. (2023). Applied gamification using virtual escape rooms: Case studies in entrepreneurial and anatomy classes. Irish Journal of Technology Enhanced Learning, 7(1), 36–47. [Google Scholar] [CrossRef]
- Makri, A., Vlachopoulos, D., & Martina, R. A. (2021). Digital escape rooms as innovative pedagogical tools in education: A systematic literature review. Sustainability, 13(8), 4587. [Google Scholar] [CrossRef]
- Manzano-León, A., Aguilar-Parra, J. M., Rodríguez-Ferrer, J. M., Trigueros, R., Collado-Soler, R., Méndez-Aguado, C., García-Hernández, M. J., & Molina-Alonso, L. (2021). Online escape room during COVID-19: A qualitative study of social education degree students’ experiences. Education Sciences, 11(8), 426. [Google Scholar] [CrossRef]
- Mohammedsaleh, Z. M. (2024). The impact of various factors on the difficulties in learning and teaching strategies for histology. International Journal of Morphology, 42(3), 741–748. [Google Scholar] [CrossRef]
- Nieto-Escámez, F. A., & Roldán-Tapia, M. D. (2021). Gamification as online teaching strategy during COVID-19: A mini-review. Frontiers in Psychology, 12, 648552. [Google Scholar] [CrossRef]
- Nowbuth, R., & Parmar, D. (2024). Escaping the ordinary: A review of escape rooms in medical and veterinary education. BMC Medical Education, 24, 6512. [Google Scholar] [CrossRef] [PubMed]
- Park, G. L., Hegazy, S. A., Sepe, J., Swigart, J., Burnette, M., Beltran, J., & Hernandez, C. (2025). Fostering competencies: A scoping review of escape rooms in medical education. Medical Science Educator, 35, 1111–1121. [Google Scholar] [CrossRef] [PubMed]
- Quek, L. H., Tan, A. J. Q., Sim, M. J. J., Ignacio, J., Harder, N., Lamb, A., Chua, W. L., Lau, S. T., & Liaw, S. Y. (2024). Educational escape rooms for healthcare students: A systematic review. Nurse Education Today, 132, 106004. [Google Scholar] [CrossRef]
- Rafi, A., Habibi, A., & Kalantarion, M. (2025). Traditional medical education under siege: The revolutionary integration of virtual reality and gamification in medical escape rooms. BMC Medical Education, 25, 898. [Google Scholar] [CrossRef] [PubMed]
- Rahim, A. S. A., & Chuah, K. (2024). Design and implementation of interactive, remote online escape rooms in medicinal chemistry. Electronic Journal of e-Learning, 22(4), 30–42. [Google Scholar] [CrossRef]
- Rincón-Flores, E. G., & Santos-Guevara, B. N. (2021). Gamification during COVID-19: Promoting active learning and motivation in higher education. Australasian Journal of Educational Technology, 37(4), 100–115. [Google Scholar] [CrossRef]
- Rivera, E. S., & Garden, C. L. P. (2021). Gamification for student engagement: A framework. Journal of Further and Higher Education, 45(7), 999–1012. [Google Scholar] [CrossRef]
- Rodríguez-Rivera, P., Rodríguez-Ferrer, J. M., & Manzano-León, A. (2025). Designing digital escape rooms with generative AI in university contexts: A qualitative study. Multimodal Technologies and Interaction, 9(3), 20. [Google Scholar] [CrossRef]
- Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach’s alpha. International Journal of Medical Education, 2, 53–55. [Google Scholar] [CrossRef] [PubMed]
- Teng, W. C. C., & Tan, G. L. C. (2025). Who says statistics classes are boring? How a virtual escape room enhances statistics learning. Computers & Education, 224, 105171. [Google Scholar] [CrossRef]
- Veldkamp, A., van de Grint, L., Knippels, M.-C. P. J., & van Joolingen, W. R. (2020). Escape education: A systematic review on escape rooms in education. Educational Research Review, 31, 100364. [Google Scholar] [CrossRef]
- Young, J. Q., van Merrienboer, J., Durning, S., & ten Cate, O. (2014). Cognitive load theory: Implications for medical education (AMEE guide No. 86). Medical Teacher, 36(5), 371–384. [Google Scholar] [CrossRef]


| Phase of Thematic Analysis | Procedures Undertaken | Evidence Generated |
|---|---|---|
| 1. Familiarisation with the data | Understanding of the assigned topic; theory–practice integration; use of images/case-based material | The activity facilitates solid and applied learning of the topic each group worked on, particularly by transforming theoretical content into questions, puzzles and narrative elements. This benefit does not always extend to other groups’ escape rooms |
| 2. Initial coding | Creative freedom; narrative construction; use of digital tools; engaging learning experiences | Students perceive the escape room as a novel, motivating learning method that promotes active involvement and encourages creative engagement with course material |
| 3. Searching for themes | Excessive time investment; disproportionate effort–grade ratio; competition with other modules | Although students recognise the pedagogical value of the activity, many report that the workload required is considerably greater than its impact on the final grade, which leads to frustration and reduced motivation |
| 4. Reviewing themes | Complexity of Genially; lack of clear instructions; need for support sessions; uneven group participation | Students request further technical and pedagogical support to master digital tools and to clarify expectations regarding question structure, task depth and escape room design criteria. Issues with group coordination are also mentioned |
| 5. Defining and naming themes | Teamwork; variable group cohesion; social value of the activity | The activity promotes cooperative learning and peer interaction, although effectiveness depends on balanced contribution among team members |
| 6. Producing the report | Selection of vivid illustrative quotations; integration of analytic narrative throughout Section 3 | Final qualitative report embedded in manuscript. |
| Scale | Items | Cronbach’s Alpha | ICC (Single Measures) | ICC (Average Measures) |
|---|---|---|---|---|
| Full questionnaire | 11 | 0.87 | 0.40 (95% CI: 0.33–0.47) | 0.88 (95% CI: 0.84–0.91) |
| Four aggregated dimensions | 4 | 0.88 | - | - |
| Course | n | Educational Impact | Interactivity | Motivation | General Perception |
|---|---|---|---|---|---|
| Cell Biology | 62 | 3.27 ± 0.64 | 3.33 ± 0.78 | 3.26 ± 0.77 | 2.60 ± 0.70 |
| Histology | 9 | 4.59 ± 0.40 | 4.52 ± 0.29 | 4.56 ± 0.17 | 3.90 ± 0.44 |
| General Immunology | 14 | 3.50 ± 0.55 | 3.88 ± 0.72 | 4.14 ± 0.63 | 3.31 ± 0.76 |
| Applied Immunology and Immunopathology | 38 | 3.54 ± 0.72 | 3.54 ± 0.76 | 4.05 ± 0.76 | 3.13 ± 0.67 |
| Central Theme | Associated Categories | Description | Examples |
|---|---|---|---|
| 1. Deep but topic-specific learning | Understanding of the assigned topic; theory–practice integration; use of images/case-based material | The activity facilitates solid and applied learning of the topic each group worked on, particularly by transforming theoretical content into questions, puzzles and narrative elements. This benefit does not always extend to other groups’ escape rooms | “It helped me understand and memorise the concepts of my topic better” (General Immunology). “Working with histological images made learning much easier” (Histology). |
| 2. Creativity and interactivity as motivational drivers | Creative freedom; narrative construction; use of digital tools; engaging learning experiences | Students perceive the escape room as a novel, motivating learning method that promotes active involvement and encourages creative engagement with course material. | “Designing the puzzles forced us to think creatively about the content.” (Histology) “I think the students’ creativity when designing the escape rooms is an aspect worth highlighting.” (General Immunology) “The creative freedom to approach the proposed topics allowed for greater creativity.” (Cell Biology) |
| 3. High workload and mismatch with assessment weight | Excessive time investment; disproportionate effort–grade ratio; competition with other modules | Although students recognise the pedagogical value of the activity, many report that the workload required is considerably greater than its impact on the final grade, which leads to frustration and reduced motivation. | “Too much work for such a small percentage of the final mark” (Cell Biology). “It took time away from studying other subjects” (General Immunology). |
| 4. Technical challenges and need for clearer guidance | Complexity of Genially; lack of clear instructions; need for support sessions; uneven group participation | Students request further technical and pedagogical support to master digital tools and to clarify expectations regarding question structure, task depth and escape room design criteria. Issues with group coordination are also mentioned. | “A clearer guide before starting would be very helpful” (Applied Immunology and Immunopathology). “We lost freedom when trying to use Genially; it was too complex” (Histology). |
| 5. Collaborative dynamics and social learning experience | Teamwork; variable group cohesion; social value of the activity | The activity promotes cooperative learning and peer interaction, although effectiveness depends on balanced contribution among team members. | “Teamwork was the best part” (Cell Biology). “Smaller groups would work better because some members do not participate enough” (General Immunology). |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Cobo, R.; Navarro-Sempere, A.; Pascual-García, S.; Martínez-Peinado, P.; Segovia, Y.; García, M. Digital Escape Rooms as Active Learning Tools in Biomedical Sciences: A Multi-Course Evaluation in Undergraduate Biology Education. Educ. Sci. 2026, 16, 254. https://doi.org/10.3390/educsci16020254
Cobo R, Navarro-Sempere A, Pascual-García S, Martínez-Peinado P, Segovia Y, García M. Digital Escape Rooms as Active Learning Tools in Biomedical Sciences: A Multi-Course Evaluation in Undergraduate Biology Education. Education Sciences. 2026; 16(2):254. https://doi.org/10.3390/educsci16020254
Chicago/Turabian StyleCobo, Raúl, Alicia Navarro-Sempere, Sandra Pascual-García, Pascual Martínez-Peinado, Yolanda Segovia, and Magdalena García. 2026. "Digital Escape Rooms as Active Learning Tools in Biomedical Sciences: A Multi-Course Evaluation in Undergraduate Biology Education" Education Sciences 16, no. 2: 254. https://doi.org/10.3390/educsci16020254
APA StyleCobo, R., Navarro-Sempere, A., Pascual-García, S., Martínez-Peinado, P., Segovia, Y., & García, M. (2026). Digital Escape Rooms as Active Learning Tools in Biomedical Sciences: A Multi-Course Evaluation in Undergraduate Biology Education. Education Sciences, 16(2), 254. https://doi.org/10.3390/educsci16020254

