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European Conference on Games Based Learning (ECGBL)
The authors argue that chemistry teaching can feel too theoretical for students.
This paper proposes "ChemScape," a 3D virtual escape room designed to help university students prepare for chemistry exams by combining theoretical content from lectures with simulated laboratory work. The authors argue that conventional chemistry instruction can feel overly theoretical and that gamification may raise motivation, deepen engagement, and strengthen problem-solving skills. Players must solve tasks, including multiple-choice questions, drag-and-drop activities, and virtual experiments such as pipetting or weighing substances, to obtain codes that unlock subsequent stages. The project is positioned as a response to a gap in the literature, since most prior chemistry escape rooms were either physical or text-based, and the authors' digital approach is intended to allow play without access to a real laboratory.
The design relies on a flexible architecture in which questions are entered dynamically through a content management system, so that the same room can host different exam topics without reprogramming. Ten distinct "door-opener" task types, such as a periodic-table code entry, a slider puzzle, and a virtual pipetting exercise, are mapped to required competencies. The system also offers up to three hints per problem and allows learning analytics to track failed attempts, hint usage, and completion time, which the authors intend to use as indicators of question difficulty. The project began in early 2023, with a virtual laboratory and some lecture-derived questions already implemented, and student testing was planned for the following summer.
The paper is a project description rather than an empirical study, so it reports no outcome data on learning gains, grades, or engagement. Its claims about enthusiasm and effectiveness rest on earlier real-scene escape room events held at the university, which received positive informal feedback. The authors plan two future evaluations: a student survey on comprehensibility, enjoyment, difficulty, and usability, and a comparison of learning outcomes against a control group.
European Conference on Games Based Learning (ECGBL) · 2023