Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students—A Rapid Review and Pilot Study
Abstract
:1. Introduction
1.1. Impact of Stress on Students
1.2. Educational Escape Rooms
1.3. Digitalization of Educational Escape Rooms
1.4. Study Aims and Research Questions
2. Materials and Methods
2.1. Rapid Review
2.2. Development of the deER Intervention
2.3. Testing of the deER Intervention
- The subscale “stress level” of the stress and coping inventory (SCI) [20]: This assesses the stress level of the students (a 7-point scale from 1 “not stressed” to 7 “greatly stressed”; the mean value indicates the stress level of the students). Satow developed the scales of the SCI in German, which are reliable and valid for the measurement of stress-coping styles [21] (Satow L. 2012);
- A self-developed questionnaire for health consciousness based on Gould [22]: (A 5-point Likert scale from 1 “not at all reflecting my situation” to 5 “fully reflecting my situation”; the score indicates the level of health consciousness of the participants). A German version of this scale has been developed and tested regarding validity and reliability [23];
- The affinity for technology interaction (ATI) scale [24]: (A 6-point scale from 1 “does not agree at all” to 6 “completely agree”, with higher values of the sum score indicating a higher affinity for the use of technology). The 9-item ATI scale has been developed as an economic, unidimensional instrument for assessing ATI. Its validity has been confirmed, and its reliability is excellent [24,25];
- The system usability scale (SUS): This is a 10-item 5-point Likert scale (from 1 “strongly disagree” to 5 “strongly agree”); the total score is multiplied by 2.5 and indicates significant deficiencies (<50 points), good (>70 points) or ideal usability (=100 points), with a total score between 0 and 100 points, giving a global view of a subjective assessment of usability. To calculate the SUS score, first, the score contribution from each item has to be summed up. Each item’s score contribution will range from 0 to 4. For items 1, 3, 5, 7, and 9, the score contributions are the scale position minus 1. For items 2, 4, 6, 8, and 10, the contribution is minus 5 in the scale position. The sum of the score is then to be multiplied by 2.5 to obtain the overall value of usability. The score has a range of 0 to 100 [26]. The SUS is a widely used instrument that measures the subjective usability of products and systems, whereby its validity and reliability have been tested in various contexts [27];
- The short form of the user experience questionnaire (UEQ-S): Each item of the UEQ-S consists of a pair of terms with opposite meanings (see Figure 2).
- A self-developed questionnaire for intention to use the deER based on the unified theory of acceptance and use of technology (UTAUT I) [31] (a 5-point scale from 1 “strongly disagree” to 5 “strongly agree”); the average score indicates the extent to which participants intend to use the deER in the future. The higher the score, the more likely the intention to use it. UTAUT I is an empirically tested validated model and is widely applied to examine the factors that might affect individuals’ adoption and use of technology in various settings [32];
- Sociodemographic data (e.g., age, gender).
3. Results
3.1. Rapid Review
3.2. Development of the deER Intervention
3.2.1. Step 1: Participants
3.2.2. Step 2: Objectives
3.2.3. Step 3: Theme
3.2.4. Step 4: Puzzles
3.2.5. Step 5: Equipment
3.2.6. Step 6: Evaluation
3.3. Testing of the deER Intervention
4. Discussion
4.1. Rapid Review
4.2. Development of the deER Intervention
4.3. Testing of the deER Intervention
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Item | Term | Synonyms |
---|---|---|
Population | Student | Pupil, scholar, university, college |
Intervention (Part A) | Escape room | Escape game, exit game, exit room |
Intervention (Part B) | Digital | Online, web-based, technology, computer, virtual, app |
Comparison | Not Applicable | Not Applicable |
Outcome (Part A) | Provide knowledge | Promotion, prevention, education, learning |
Outcome (Part B) | Health | Well-being, disease, illness |
Outcome (Part C) | Stress | Anxiety, tension, distress, burden, strain |
Criteria | Inclusion Criteria | Exclusion Criteria |
---|---|---|
Population | Students in university or college | Other groups of people associated with university (e.g., teachers), students from other educational institutions (e.g., primary/secondary schools) |
Intervention | Digital escape rooms for stress management or health promotion using different technologies (e.g., computer program, VR applications) | Other digital games or serious games that do not follow the logic or methods of an educational escape room or analog escape rooms |
Comparison | Not Applicable | Not Applicable |
Outcome | Health- or stress-related outcomes (e.g., knowledge about well-being, mental health) | Other outcomes that do not relate to the topics of health or stress (e.g., learning success or transfer of educational content related to the subject studied), outcomes that relate to teaching others |
Formalities | Articles in English or German of all publication types, including empirical research (all study designs), reviews, and gray literature (e.g., discussion paper) | Abstracts, posters, whole anthologies, protocols, no full-text access |
Author | Labrosse et al. [35] | Moffett et al. [36] | Sánchez-Ruiz et al. [37] | Yllana-Prieto et al. [38] |
Year | 2024 | 2023 | 2022 | 2021 |
Country | France | Ireland | Spain | Spain |
Study Design | Cross-sectional (mixed methods) | Pretest-posttest (mixed methods) | Cross-sectional (mixed methods) | Pretest-posttest (quantitative) |
Primary Goal | Describe the coproduction process of a deER through testing and adapting an existing ER | Describe the development process of a deER through testing a prototype ER | Analyze students’ opinions, feelings, and performances during and after playing a deER | Analyze how the deER affects multidimensional domains (e.g., attitudes, emotions) of students |
Target Group | Healthcare students (first-year to PhD candidates of all health-related studies), University of Bordeaux, France | Second-year medical students, RCSI University of Medicine and Health Sciences, Ireland | First-year Aerospace Engineering students, course: Mathematics I, Technical University of Valencia, Spain | Senior-year students in Primary Education course: Knowledge of the natural environment, University of Extremadura, Spain |
Participants | 45 | 22 | 296 | 42 |
Name of deER | EscapeCovid | The hidden hospital | Ten short-duration deERs with no name | One deER with no name |
Type of deER | Multiplayer (4–6 player), digital synchronous interaction | Multiplayer (4–5 player), digital synchronous interaction | Multiplayer (3–5 player), face-to-face synchronous interaction | Unclear, players connect to a virtual meeting, but play individually |
Technology | deER developed by startup Tricky, online computer game using cameras and headphones for discussion; no details on programming software | Online game played via Microsoft Teams, using breakout rooms, web-conferencing, and screen sharing, developed with the interactive Genial.ly platform | Online game played on a digital platform in the same analog room, developed with Genial.ly platform and RPG Maker MZ software | Online game played individually via computer, tablet, or mobile; instructions on university’s Moodle platform; communication via email, Zoom videoconferencing |
deER Story | Game set in Thomas’ room, a fictional university student in a shared flat, facing challenges of the first Corona lockdown | Students solve puzzles and escape a fictional creepy hospital, managing uncertainty in transitioning from classroom to clinical placement | No overarching fictional story, only individual games; students choose avatars with characteristics, and avatars are penalized/rewarded | Activity focuses on the universe, solar system, and the sun, content related to sustainable development; students receive instructions from a letter by Carl Sagan |
Quiz Elements | Linear structure: Players can only move to another room if they solve all enigmas; three rooms, they solve puzzles by clicking on objects, which triggers a riddle | Ten puzzles (numerical, word-based, logic, general knowledge, three in-game reflections); participants can follow different pathways, one meta-puzzle to complete game | Linear structure: solving one task unlocks the next, including distracting, useless clues; requires specific knowledge or typical ER actions (e.g., finding hidden symbols) | Linear structure: solving one challenge leads to the next; includes, e.g., digital locks, digital puzzles, crossword puzzles |
Provided Support | Group guided by a game guide, who explains rules and answers questions; final debriefing where participants share experiences | Support throughout the process: preliminary discussion, signposting strategy, technical support, debriefing | Students can request help if stuck, support offered to all groups if one group receives it, count of student attempts tracked in rooms, game provides clues and assistance | Trainer encourages interaction and involvement, active role in online sessions, and constant attention to participants’ doubts and concerns |
Learning Goals | Promote students’ mental health literacy, beliefs about mental health, management of emotions, and positive coping strategies during the COVID-19 pandemic | Learn to manage uncertainty during transition from classroom to clinical placement, e.g., managing complex information, recognizing ambiguity, working with the different medical outcomes | Reinforce knowledge obtained by students and introduce new concepts regarding the syllabus of Mathematics I (calculus of several variables and series) | Teach content related to the universe (especially the solar system, the sun, and its role as a source of renewable energy for sustainable development) |
Health-Related Outcomes | Understand the importance of discussing mental health, increase knowledge, and encourage open conversations about mental health, destigmatize it | Analyze the impact of gameplay on participants’ uncertainty tolerance (as a source of stress) | Analyze the predominant feelings during the escape room; evaluated feelings: positive, negative, neutral (e.g., stress) | Analyze students’ emotions before and after deER, positive and negative emotions (e.g., nervousness, frustration, concerns) |
Framework Used | Co-creation process using the PRODUCES framework and a participatory methodology approach for the design phase | Design-based research approach and a guiding conceptual framework “Community of Inquiry” | No information on framework used for the design and development of the escape rooms is provided | No information on framework used for the design and development of the escape rooms is provided |
Identified Knowledge Requirements | Derived Learning Objective | Derived Gaming Objective and Implementation |
Level 1: Time management during studies “How can I manage my studies in a more organized and structured way?” |
| Starting in a virtual student apartment, the player should receive core time management strategies through tips hidden in collectible clocks. The core information is integrated in the form of tips in different hidden clocks as collectable items. The player should use the core information to prioritize classic tasks in the schedule. This prioritization is realized as a sorting task of different to-dos in a working document on the computer. |
Level 2: Strategies and internal university offers for coping with stress “Which internal university offers and methods of mindfulness and meditation can I use in my everyday study life to cope with stress?” |
| After arriving at the library to study, the player should learn about different methods of coping with stress. The methods and possibilities for coping with stress are recorded on index cards with various exercises to strengthen mindfulness and meditation in everyday study life, which are distributed in the library and can be read and collected. The player should also learn where they can find out about internal university topic-related offers. This information can be accessed once all the index cards have been collected and the laptop in the library has been decrypted. |
Variable | Result | Scale |
---|---|---|
Gender Ratio (female:male) | 3:1 | / |
Age (mean in years) | 26.25 | / |
Desired degree (name) | Master of Science in Digital Public Health: 4 | / |
Technical affinity (mean in points) 1 | 3.50 | (1: “Does not agree at all” to 6: “Completely agree”) |
Health consciousness (mean in points) 2 | 1.75 | (−3: “I do not agree at all” to +3: “I completely agree”) |
Stress level (mean in points) | 3.78 | (1: “Not stressed” to 7: “Greatly stressed”) |
Experience with deER (yes:no) | 1:3 | / |
Question | Scale | Mean ± SD |
---|---|---|
Q1: I think that I would like to use this system frequently | Likert (1 to 5) | 3.00 ± 2.68 |
Q2: I found the system unnecessarily complex | Likert (1 to 5) | 1.50 ± 2.05 |
Q3: I thought the system was easy to use | Likert (1 to 5) | 4.25 ± 3.82 |
Q4: I think that I would need the support of a technical person to be able to use this system | Likert (1 to 5) | 1.75 ± 2.31 |
Q5: I found the various functions in this system were well-integrated | Likert (1 to 5) | 4.00 ± 4.41 |
Q6: I thought there was too much inconsistency in this system | Likert (1 to 5) | 2.25 ± 1.94 |
Q7: I would imagine that most people would learn to use this system very quickly | Likert (1 to 5) | 3.75 ± 2.34 |
Q8: I found the system very cumbersome to use | Likert (1 to 5) | 1.50 ± 2.01 |
Q9: I felt very confident using the system | Likert (1 to 5) | 3.75 ± 2.96 |
Q10: I needed to learn a lot of things before I could get going with this system | Likert (1 to 5) | 1.50 ± 2.07 |
T: Global SUS | SUS (0 to 100) | 75.60 ± 11.6 |
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Albrecht, J.; Stark-Blomeier, A.L.; Schütz, P.; Lenhard, N.; Dockweiler, C.; Tokgöz, P. Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students—A Rapid Review and Pilot Study. Int. J. Environ. Res. Public Health 2025, 22, 93. https://doi.org/10.3390/ijerph22010093
Albrecht J, Stark-Blomeier AL, Schütz P, Lenhard N, Dockweiler C, Tokgöz P. Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students—A Rapid Review and Pilot Study. International Journal of Environmental Research and Public Health. 2025; 22(1):93. https://doi.org/10.3390/ijerph22010093
Chicago/Turabian StyleAlbrecht, Joanna, Anna Lea Stark-Blomeier, Pascal Schütz, Nina Lenhard, Christoph Dockweiler, and Pinar Tokgöz. 2025. "Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students—A Rapid Review and Pilot Study" International Journal of Environmental Research and Public Health 22, no. 1: 93. https://doi.org/10.3390/ijerph22010093
APA StyleAlbrecht, J., Stark-Blomeier, A. L., Schütz, P., Lenhard, N., Dockweiler, C., & Tokgöz, P. (2025). Digital Educational Escape Rooms for Providing Knowledge on Stress Management and Health Promotion for Students—A Rapid Review and Pilot Study. International Journal of Environmental Research and Public Health, 22(1), 93. https://doi.org/10.3390/ijerph22010093