Abstract

Escape Room is a collaborative game designed to contain various clues, logical puzzles and tasks that a group of people need to complete in a limited period of time. The objective of the game is to escape from a physical room or find a hidden object. A game created for pedagogical purposes is usually called an educational escape room. It is based on Gamification and Game-based Learning. Its main advantage is the increase of students' engagement and motivation for mastering the curriculum. In addition, the development of soft skills also plays an extremely important role during the game.
 Teachers around the world are increasingly aware of the importance of soft skills that play a huge role in properly preparing students for the world of universities and the labor market . In contrast, traditional education does not always provide the right tools to improve student achievement in these areas .
 Thanks to the shift from traditional didactic models to the approach of active learning, escape rooms are increasingly used in academic life as a method of experiential, peer-to-peer, and game-based learning. Educational Escape rooms are emerging as a new type of learning activity, with the promise of enhancing student learning through interesting and engaging experiences.
 The present study aims to present the methodological possibilities of escape rooms for educational purposes, drawing on the existing literature. In addition, we will present a theoretical framework that is a guide to creators for creating escape room games for educational purposes. Our scientific goal is the development and measurement of the soft skills (collaboration and problem solving) of students.

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