Jarhe 09 2023 0430
Jarhe 09 2023 0430
https://www.emerald.com/insight/2050-7003.htm
Journal of Applied
“The Mysterious Disappearance”: Research in
Higher Education
assessment of a sustainability-
themed virtual educational escape
room in higher education
Enrique Gonz�alez-Mun �
~oz, Miguel Angel Gallardo-Vigil and Received 13 September 2023
Revised 10 June 2024
Jos�e Guti�errez-P�erez 25 August 2024
4 October 2024
Departamento de M�etodos de Investigaci�on y Diagn�ostico en Educaci�on, Accepted 6 October 2024
Facultad de Ciencias de la Educacion, Universidad de Granada, Granada, Spain
Abstract
Purpose – In this study, we assessed the educational value and efficacy of a virtual educational escape room
(VEER), called “The Mysterious Disappearance”, for training pre-service teachers.
Design/methodology/approach – “The Mysterious Disappearance” was developed ad hoc and contains
various activities and puzzles focussing on the Sustainable Development Goals (SDGs). The research will
evaluate the design quality and satisfaction of 193 participants regarding the VEER, their perceptions of
game-based learning (GBL) and analyse which soft skills are most used and which valence typology (positive/
pleasant or negative/unpleasant emotions) has the greatest impact on players’ experience. Descriptive,
exploratory factor and inferential analyses are employed.
Findings – The study indicates that the VEER is rated very positively by pre-service teachers. Overall
satisfaction levels are high, and the resource and methodology are perceived as favourable. The design quality
of the resource is also well rated, with participants perceiving it as a challenging but engaging and well-
balanced. Participation in the VEER shows several benefits, especially in cognitive and motivational areas.
The participants demonstrated high levels of soft skills utilisation. The resource elicits predominantly positive
and pleasurable emotions. Finally, there is a positive perception towards GBL among pre-service teachers,
both as students and future teachers.
Originality/value – This study employs a multivariate analysis, using a questionnaire comprising three
scales. This study’s dual focus on participants’ perceptions, as current Students and Future teachers, provides
insights into their potential role as designers/implementers. Findings contribute to the ongoing development
of academic hypotheses, particularly by highlighting the increased motivation linked to VEER use and its
positive impact on learning. Designed with the SDG framework, the game enhances teachers’ engagement
with the 2030 Agenda, supporting their professional development and promotes values related to
sustainability. The VEER was developed ad hoc by one of the authors, and the study has potential
implications for numerous fields and areas of research.
Keywords Virtual educational escape room, Innovative and disruptive methodology, Pre-service teachers,
Assessment, Soft skills, Environmental and sustainable education
Paper type Research paper
1. Introduction
The increasing prevalence of educational escape rooms (EERs) across various formal
educational levels has reported numerous benefits, highlighting its cognitive and
motivational impacts, along with the development of soft skills (L�opez, 2024). Among the
diverse purposes for which EERs are employed, a small yet growing corpus of resources
aims to engage younger learners with complex issues, such as climate change and
Figure 1.
Game logic design of
the VEER
2. Literature review
2.1 Education in the context of climate emergency and the Agenda 2030
In a few years, the world will reach a significant milestone regarding global sustainability
and climate change. The year 2030 will mark a key point in the fulfilment of numerous
international agreements, with the 2030 Agenda for Sustainable Development being
particularly relevant. In the same year as the Paris Agreement (an international treaty
designed to maintain global warming below 1.58C, compared to pre-industrial levels) was
Figure 2.
Maps, rooms and other
relevant details
Figure 3.
Tablet interface and
various puzzle
examples
signed, the United Nations member states collectively approved and committed to achieving
17 SDG. The 2030-Agenda seek to eradicate global poverty and improve the quality of life for
all people, whilst simultaneously mitigating climate change and protecting the global
environment (United Nations [UN], n.d.). Seven years on, in its most recent report, the United
Nations Secretary General notes: “unless we act now, the 2030 Agenda could become an
epitaph for a world that might have been” (UN, 2023, p. 2).
In this context of climate emergency and for sustainability, immediate and innovative
actions are required in all spheres of human society. Of particular importance is the sphere of
Figure 4.
Series and games-
related puzzles and
activities
4. Results
4.1 Pre-service teachers’ assessment of the VEER experience
In order to ascertain the suitability of data exploration by dimensions, an EFA was
conducted on the 18 items comprising the VEER assessment section. The KMO test yielded a
score of 0.77, indicating good sampling adequacy, and Barlett’s test returned values of
χ 2 5 1599.33, df 5 153 and p 5 0.00, further confirming the suitability of the data for EFA.
Figure 5.
Questionnaire sections
The analysis yielded 4 principal components that collectively explained 62.59% of the
accumulated variance. An oblique rotation was employed, which enables correlation
between factors/components. Table 1 presents the extracted components, the reliability
analysis scores for each of them, as well as the item loadings.
In order to facilitate data interpretation, it was decided that the scores of the two negative
components (VEER_NEG_ATT and VEER_BAD_DESIGN) should be inverted. This
inversion was necessary to ensure that higher values in these components/items did not
indicate a more unfavourable overall assessment of the VEER. Figure 6 presents mean and
standard deviation (SD) scores for VEER assessment section.
Inferential group difference analysis was employed to examine the potential for statistically
significant divergences related to gender and age. Two statistical tests were employed: the
Mann–Whitney U-test, a non-parametric test, and the Student’s t-test, a parametric test.
Table 2 provides a summary of those components/items that reached statistically significant
values in both tests performed, as well as the subdivision of the mean scores for each group.
Regarding students’ Overall satisfaction, which is quantified on a scale of 1–10 points, the
mean score for the general sample is 9.12 ± 1.16. A total of 47.7% of the students rated the
experience as 10, while over 32% rated it as 9. Inferential group difference analyses were
conducted to explore potential significant divergences in relation to gender and age.
However, the statistical analyses yielded no significant results.
Figure 6.
Mean score and
standard deviation of
the VEER assessment
section
Note(s): Bars representing inverted items are displayed in green
Source(s): Authors’ own creation/work
Inferential group difference analyses were conducted. Table 4 presents those items that
reached statistically significant values in both tests performed, as well as the subdivision of
the mean scores for each group.
4.63 4.62 4.61 4.63 4.63 4.66 4.63 4.79 4.81 4.79 4.78 4.77 4.62 4.56
4.27 4.13 4.43 4.25
Figure 7.
Means score and
standard deviation of
the GBL perceptions
Note(s): Bars representing inverted items are displayed in green section
Source(s): Authors’ own creation/work
Components
Items/components 1 2 3 Cronbach alpha
the second factor is associated with unpleasant/negative emotions (Table 7). Figure 9
presents mean and SD scores for each component/items.
Inferential analyses were conducted to explore significant divergences in relation to
gender and age. However, it yielded no significant results for any of the variables.
5. Discussions
5.1 Pre-service teachers express a high level of satisfaction with the VEER, although there is
scope for improvement
Results of the VEER evaluation demonstrate high satisfaction levels among pre-service
teachers, with a mean rating of 9.6. These results are not significantly influenced by the
demographic variables, such as gender or age. These general and favourable results align
Figure 8.
Means score and
standard deviation of
the soft skills
utilisation section
Source(s): Authors’ own creation/work
Components
Items 1 2 Cronbach alpha
Pleasant/positive emotions(EMO_POS)
E1-Confidence 0.89 0.89
E2-Reliability 0.86
E3-Satisfaction 0.84
E4-Enthusiasm 0.83
Unpleasant/negative emotions(EMO_NEG)
E5-Anxiety 0.88 0.83 Table 7.
E6-Tension 0.83 Exploratory factor
E7-Frustration 0.80 analysis of the
Source(s): Authors’ own creation/work emotions section
with the VEER assessment section’s mean value (VEER_TOTAL). The EFA carried out on
this section reveals 4 key dimensions. After reversing negative items and conducting a
thematic analysis, two main categories emerge: Attitudes (VEER_POS_ATT and VEER_
NEG_ATT) and Design (VEER_GOOD_DES and VEER_BAD_DES).
Items related to Attitudes exhibit favourable mean scores, exceeding 4.43 points. These
items are linked to the desire to continue using VEER, increased motivation and interest in
4.45 4.54
4.3 4.21 4.07
3.59 3.7
3.08 2.92
2.74
Figure 9.
Means score and
standard deviation of EMO_POS E1 E2 E3 E4 EMO_NEG E5 E6 E7 EMO_TOTAL
the emotions section
Source(s): Authors’ own creation/work
the subject, and a preference over traditional approaches. These findings align with those of
Calle et al. (2022) and Gonz�alez-Mun~oz and Ouariachi (2024), as well as systematic reviews by
Hayden et al. (2020) and Zainuddin et al. (2023), which identified EER as highly motivating
for students. Veldkamp et al. (2020) proposed that some researchers may have misinterpreted
players’ motivation towards these resources as an indication of increased motivation to learn
about the subject. However, our study shows that pre-service teachers expressed high
motivation towards the VEER while also acknowledging its role in fostering their motivation
to learn.
Regarding Design, significant differences exist between the mean scores of its two
dimensions (VEER_GOOD_DES and VEER_BAD_DES). VEER_GOOD_DES, reflecting
positive design aspects, achieves high mean scores ranging from 4.35 to 4.73, covering items
related to group size, teamwork ease, allotted time and puzzle relevance. Notably, the
sufficiency of allotted time received the highest score in Design section. On the other hand,
VEER_BAD_DES compiles the lowest scores once inverted, covering items related to
difficulty and feelings of confusion while playing or collaborating. Veldkamp et al. (2020)
highlighted that difficulty and time constraints are crucial for effective design, requiring
careful balance to achieve desired pedagogical outcomes. Excessively challenging puzzles
may hinder completion within the time limit, while overly simple ones can lead to
disengagement. In this case, participants exhibit a neutral opinion regarding high puzzles/task’
difficulty and also agree that playing time was sufficient. Both indicators suggest that VEER is
perceived as a challenging yet well-timed experience.
The results for item VEER9 appear to be controversial when contrasted with the high
scores of items related to teamwork on the positive design section; however, it is possible that
this modest average score (3.09) may be consequence of Genially limitations, which hindered
creating an unified gaming environment for players to see their teammates’ locations and
completed task/puzzles. This situation potentially posed challenges in terms of dividing
tasks or understand how to assist one another and indicate areas for improvement in future
iterations.
Inferential analyses indicate that gender does not significantly impact on Design, but does
influence Attitudes. However, since no individual items show a notable gender difference,
this influence appears to stem from a broad aggregated effect, making it less meaningful/
5.2 Pre-service teachers express a positive perception of GBL, both as current students and
future teachers
Pre-service teachers’ responses indicate a highly favourable perception of GBL, with an
average mean score of 4.56 out of 5. The EFA yielded three dimensions; however, after the
inversion of the negative items and through thematic analysis, two main sets emerged: (1)
perception as current Students (GBL_ST_POS and GBL_ST_NEG) and (2) perception as
Future teachers (GBL_TCH_BEN).
As Students, they rated this methodology favourably, with positive-dimension scores
ranging from 4.61 to 4.66, while inverted negative-dimension ranged from 4.13 to 4.43. Sol�ıs
(2015) notes that negative items tend to yield lower scores despite inversion; however,
consistent response trends strengthen the questionnaire’s reliability, as occurs in current
study. The Students cluster items focus on desire for GBL implementation, increased
motivation and interest, and how it promotes learning connected to real-life situations.
Regarding their role as Future teachers, they exhibit a markedly positive perception of
GBL, reaching the highest scores in the section. In this case, the items are grouped into three
categories: (1) benefits for teamwork and communication, (2) increase in students’ motivation
and proactivity, and (3) potential to enhance learning outcomes. These findings align with
previous researches and systematic reviews that highlight GBL as a well-received teaching
methodology which fosters knowledge acquisition and facilitate meaningful learning,
particularly when implemented games are designed with an educational/pedagogical
approach (L�opez, 2024).
Inferential analysis found no significant differences between Generation Y and Z,
reflecting similar patterns observed in VEER, that are likely to be extrapolated to the broader
context of GBL. Regarding gender, statistically significant differences were only observed in
participants’ perceptions as Students. The divergences were especially pronounced in GBL_
ST_NEG dimension, with females consistently scoring higher. This raises important
questions regarding the nature of these differences: (1) it indicates a more favourable
perception of GBL among females, or (2) it reflects sociocultural gender role influences. It is
crucial to explore underlying factors further, as the current analysis does not provide
conclusive evidence. Results suggest that gender may influence their perceptions from a
more personal perspective, but do not affect their perception as Future teachers, where from a
pedagogical and professional standpoint, both genders exhibit similar trends.
5.3 The VEER requires a high level of soft skills utilisation to be completed, potentially
facilitating their development in a practical and enjoyable manner
Results from Soft skills utilisation section indicate that pre-service teachers perceive a high
application of these skills during the intervention, with an average score of 4.42 out of 5. EFA
identified 3 dimensions: SK_INDIV (self-management), SK_MANAG (leadership/team
management) and SK_COLLAB (collaboration/problem-solving), with scores ranging from
4.15 to 4.75. These findings align with previous studies, which posit that EER/VEER
demands utilisation of numerous soft skills (Gonz�alez-Mun ~oz and Ouariachi, 2024). Notably,
SK_COLLAB, which includes teamwork, problem-solving, critical thinking and
5.4 Playing the VEER elicit predominantly positive emotions among pre-service teachers
Results of Emotions section reveal that VEER elicits a wide range of feelings with varying
valence among players. EFA identified two dimensions aligning with the emotional valence
typologies from the literature: (1) Positive/pleasant emotions, triggered by goal achievement
or anticipation, encouraging repetition of actions/situations that cause them; (2) Negative/
unpleasant emotions, arising from goal obstruction/interruption or perceived personal
danger, often leading to behaviour changes in order to avoid or resolve the situation that
causes them (Fern�andez, 2020).
Positive emotions scored the highest in this section, ranging from 4.07 to 4.54. This
indicates that during the VEER, players experienced emotions associated with feelings of
control (“E1-Confidence” and “E2-Reliability”) and enjoyment (“E3-Satisfaction” and “E4-
Enthusiasm”). These “pleasurable” results are further reinforced by the low scores in
unpleasant emotions, such as “E5-Anxiety” and “E7-Frustration”, which exhibited scores
below 2.93. Literature suggest that higher intensity levels of these two negative emotions are
typically associated with situations in which individuals perceive a lack of control over the
situation, resulting in feelings of significant irritation or shock due to this perceived inability
to act effectively against it (Fern�andez, 2020; Gonz�alez-Mun ~oz et al., 2024). The only stronger
unpleasant emotion is “E6-Tension”, with an average of 3.59. Anxiety is a psychological state
characterised by emotional distress, while Tension is a state of physiological and
psychological preparedness for action, elicited by a concrete and present challenge. This
Tension peak reflects a state of alertness among players, which can be attributed to the
inherent time-limited nature of VEER (Gonz�alez-Mun ~oz and Ouariachi, 2024; Veldkamp
et al., 2020). Overall, the co-occurrence of high levels of pleasant emotions and low levels of
unpleasant emotions suggest a satisfactory learning environment, which is consistent with
Yllana et al. (2023) conclusions. No statistically significant differences were found based on
age or gender.
7. Conclusions
This study examines the perceptions/assessments of an interventional process, utilising
VEER and GBL, among pre-service teachers in the Master in Compulsory Secondary
Education Teaching.
Regarding the VEER procedure, participants expressed unanimous and gender/age-
neutral satisfaction levels, indicating high overall Satisfaction. These findings align with
numerous prior studies that have identified VEER as a highly engaging resource (e.g.
Hayden et al., 2020; Zainuddin et al., 2023). These positive results are further explored
within the Attitudes and Design dimensions. Regarding Attitudes, participants
demonstrated a clear preference for the use of VEER over more traditional
methodologies, as well as a dual-factor motivational influence: (1) a motivation to use
VEER and (2) an increased motivation to learn about the topic being worked on. This dual
motivational benefit offers a novel perspective on current hypotheses in this area, such the
one put forth by Veldkamp et al. (2020). Design section findings indicate that the VEER is
perceived as a well-designed resource. Participants indicated that the puzzles/tasks were
challenging, but not excessive, and perceived the allotted time to complete it adequately.
These findings are in accordance with those of Veldkamp et al. (2020), who identified these
factors as being instrumental in preventing frustration and enabling the achievement of
pedagogical objectives. Some participants expressed confusion regarding effective
collaborative strategies, which may be attributed to the limitations of the Genially
platform, lacking capacity for simultaneous gameplay among players. Regarding potential
age moderation, there is no significant evidence indicating that influences this section,
which is consistent with systematic reviews that identify Generations Y and Z as digital
natives (H€ofrov�a et al., 2024). Additionally, statistical differences related to gender are only
observed in Attitudes and may be attributed to an aggregated effect, making it less
meaningful or actionable for deeper exploration.
In relation to GBL, the study presents a new perspective, examining the pre-service
teachers’ perceptions from the dual role that is inherent to them: as Students and Future
teachers. In both cases, participants showed a favourable perception regarding GBL
implementation, motivation increases following its application, soft skills promotion and
student proactivity. These findings are consistent with previous researches (Gonz�alez-
Mun ~oz and Ouariachi, 2024; Ummihusna and Zairul, 2022). Gender differences were
observed in self-perception as Students, but not from a pedagogical or professional
perspective (Future teachers), where both groups exhibited comparable trends. Conversely,
age exhibits a lack of significance, as observed in the VEER section.
Regarding Soft skills utilisation, pre-service teachers indicated that all skills explored were
employed in the resolution of the VEER to a relatively high degree, with collaboration skills
(teamwork, problem solving, critical thinking and communication), being the most prevalent.
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Further reading
L�opez, S., Saqr, M., Gordillo, A. and Barra, E. (2023), “A learning analytics perspective on educational
escape rooms”, Interactive Learning Environments, Vol. 31 No. 10, pp. 6509-6525, doi: 10.1080/
10494820.2022.2041045.
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