1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaper
International Journal of Serious Games
The Star Model provides a structured, flexible framework designed to assist educators in the creation and integration of educational escape rooms within formal curricula. By addressing critical gaps in existing pedagogical models—specifically the requirements for non-linear progression, robust debriefing protocols, and the management of logistical classroom constraints—the model serves as a practical guide for game-based learning. Its primary thesis posits that a systematic approach to design, encompassing narrative, game-flow, puzzles, and equipment, significantly enhances the efficacy of escape rooms as instructional tools.
Validation of the model involved a study of 50 primary and secondary school teachers, utilizing pre- and post-course surveys to measure shifts in design confidence and technical competence. The findings indicate that the framework is perceived as both clear and comprehensive, with participants reporting measurable improvements in their ability to facilitate game-based experiences. While the model is effective across diverse educational settings, the research highlights that its success remains contingent upon iterative play-testing and the careful alignment of game mechanics with specific classroom environments.
The study reveals that the utility of the Star Model varies based on the professional background of the educator, with more experienced teachers finding the structured guidance particularly beneficial. Although the model is established as a valid tool for educational escape room development, further research is encouraged to explore its scalability across different academic subjects and grade levels. Ultimately, the framework bridges the gap between theoretical game design and the practical realities of the classroom, offering a reliable methodology for educators seeking to leverage immersive, puzzle-based learning to improve student engagement and outcomes.
European Conference on Games Based Learning (ECGBL) · 2026