Academic literature on the topic 'Puzzle room game'

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Journal articles on the topic "Puzzle room game"

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Alia, I. Pacasirang, M. Baraiman Amnah, D. Guro Norhanifah, et al. "Effectiveness of Puzzle Room Game in Enhancing Learners' Engagement in Mathematics Among Kindergarten." INTERNATIONAL JOURNAL OF INNOVATIVE RESEARCH IN MULTIDISCIPLINARY EDUCATION 04, no. 01 (2025): 67–77. https://doi.org/10.5281/zenodo.14737259.

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Traditional teaching methods often fail to capture the attention of young learners, leading to disengagement, lack of motivation, and disruptive behaviors. This study focuses on the use of game-based learning (GBL), specifically the Puzzle Room Game, as a strategy to enhance learners’ engagement and academic performance in mathematics among kindergarten learners. It explores how integrating puzzle games into mathematics lessons creates a more interactive, engaging, and collaborative environment, addressing challenges such as maintaining focus and encouraging active participation. A quasi
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Demir, Ceren. "Gamifying learning through escape room design: Educational potential, puzzle typologies, and technology integration." Research and Design 2, no. 1 (2025): 29–43. https://doi.org/10.17515/rede2025-006ga0523rs.

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This conceptual study explores the educational potential of escape room games through a typological analysis of puzzle design. By categorizing puzzles into mental, physical, and meta types, the research outlines how each modality supports distinct cognitive, social, and affective skills-ranging from logical reasoning and spatial manipulation to collaboration and metacognition. Drawing on gamification theory, constructivist learning principles, and cognitive development frameworks, the paper positions escape rooms as transdisciplinary tools with applications in classroom instruction, corporate
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Lee, G., G. Russell, H. Farhan, J. Lin, and L. Spring. "Enhancing Psychiatry Resident Bonding and Education using an Escape Room Challenge Activity." European Psychiatry 67, S1 (2024): S795—S796. http://dx.doi.org/10.1192/j.eurpsy.2024.1656.

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Introduction An “escape room” is a game requiring teamwork and problem-solving during which a series of puzzles are solved to escape a locked room. Various escape room activities have been designed for healthcare professionals, including internal medicine residents and nursing students (Anderson et al. Simulation & Gaming 2021; 52(1) 7-17; Rodríguez-Ferrer et al. BMC Med Educ 2022; 22:901; Khanna et al. Cureus 2021; 13 (9) e18314). Escape rooms provide an opportunity for social activity, an important component of resident wellness (Mari et al. BMC Med Educ 2019; 19(1):437). This abstract d
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Milutinović, Dragana, and Dragana Simin. "Digital education in nursing." Sestrinska rec 25, no. 85 (2022): 40–43. http://dx.doi.org/10.5937/sestrec2285040m.

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The coronavirus pandemic caused unprecedented changes in all spheres of life. Education has completely shifted from the dominantly traditional to the digital framework. With that, nurse educators in higher education also started applying different models of innovative digital technologies. For example, the recreational escape room (ER) game, which has gained global popularity in the last decade, has inspired nurse educators to apply it in an educational setting. According to the definition, ER is a game in which a team of players discovers clues solves puzzles and performs tasks in one or more
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Vincent, Vincent, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME 3D HORROR ESCAPE ROOM “THINK OR RUN ?” PADA PLATFORM ANDROID." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (2021): 209. http://dx.doi.org/10.24912/jiksi.v9i1.11596.

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"Think or Run?" is a 3D game with the Horror genre on the Android platform. This game was designed by Unity as a game engine with the C# programming language. The game has 15 stages consisting of a word puzzle stage and a question and answer stage. The concept of this game is that players must complete each stage to continue to the next stage. The controls used in this game are gyroscope sensors. Testing was carried out by conducting the Blackbox, alpha, and beta testing through a questionnaire filled by 35 respondents. The results show that the game has high-difficulty and quite creepy with u
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Bazinin, Sagi, and Guy Shani. "Investigating Recommendation Algorithms for Escape Rooms." Vietnam Journal of Computer Science 06, no. 04 (2019): 377–88. http://dx.doi.org/10.1142/s2196888819500209.

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An escape room is a physical puzzle solving game, where participants solve a series of riddles within a limited time to exit a locked room. Escape rooms differ in their theme, environment, and difficulty, and people hence often differ on their preferences over escape rooms. As such, recommendation systems can help people in deciding which room to visit. In this paper, we describe the properties of the escape rooms recommendation problem, with respect to other popular recommendation problems. We describe a dataset of reviews collected within a current system. We provide an empirical comparison
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Mishkova-Yotova, Irina. "Escape Classroom or How to Transform the Foreign Language Classroom into a Mysterious Learning Space." Педагогически форум 10, no. 4 (2022): 13–21. http://dx.doi.org/10.15547/pf.2022.021.

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The methodology of educational puzzle rooms is used to increase competences by creating a motivating and engaging learning experience. The Educational Puzzle Room game is characterized by a specific focus on learning objectives that are woven into the overall design, concept, content and experience. The set goals can be both for building and also for demonstrating certain key competences and skills: creation and teamwork skills, communication skills, time management skills, critical and creative thinking skills. In foreign language education (FLET), educational riddle rooms are applied, mainly
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Neubig, Céline. "What Educational Escape Rooms can Learn from the World's Best Rooms." European Conference on Games Based Learning 18, no. 1 (2024): 648–57. http://dx.doi.org/10.34190/ecgbl.18.1.2839.

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In the context of playful learning, escape games have the potential to enrich learning experiences through interactive problem-solving and narrative engagement. However, educational escape games differ significantly from the commercial offerings they reference in name and game mechanics. They often draw on the concepts of escape rooms that were popular a decade ago, relying primarily on traditional puzzle types such as code deciphering and number locks. Meanwhile, commercial escape rooms have evolved significantly over the past ten years, now offering highly immersive experiences based on capt
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Josephs, Jenny. "Embedding Psychology Themes in University Induction Using a Digital Escape Game." European Conference on Games Based Learning 18, no. 1 (2024): 464–70. http://dx.doi.org/10.34190/ecgbl.18.1.2681.

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An “escape room” style game was developed as an induction activity for first year psychology students, encouraged by the need for icebreakers that meet specific, relevant and transparent learning outcomes. The game concept was designed using the escapeED framework for game-based-learning (Clarke et al., 2017), including consideration of narrative, participants, theme, objectives and evaluation. Groups of up to six students worked on an iPad “board” that had clickable objects on a representation of a lecturer’s desk. Students had 20 minutes to solve four puzzles that identified objects to click
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Adaming, Siti Fadhila Sepfiani. "The Application Of The Intervention "Puzzle Play Therapy" To Anxiety Levels In An. E Who Was Hospitalized At Bantul Hospital." Holistic Nursing Plus 1, no. 2 (2023): 67–76. http://dx.doi.org/10.58439/hnp.v1i2.119.

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Background: Hospitalization is a common event in children and can be a traumatic experience for children, which can cause tension and fear and can cause emotional or behavioral disturbances weeks or months after the child leaves the house. Playing in preschool-age children is an important activity and can make children free from the tension and stress experienced, one form of play that is appropriate for children Preschool is playing puzzles. Puzzle is a game that is useful to reduce anxiety levels in children. Objective: To determine the effect of puzzle play therapy on reducing anxiety in pr
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Books on the topic "Puzzle room game"

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Stratton, Bryan, David Hodgson, and Prima Temp Authors. Conker's Bad Fur Day: Prima's Official Strategy Guide. Prima Games, 2001.

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George, Arnold. The sociable: Or, One thousand and one home amusements : containing acting proverbs, dramatic charades, acting charades, or drawing-room pantomimes, musical burlesques, tableaux vivants, parlor games, games of action, forfeits, science in sport and parlor magic, and a choice collection of curious mental and mechanical puzzles, &c., &c. : illustrated with nearly three hundred engravings and diagrams, the whole being a fund of never-ending entertainment. Applewood Books, 2002.

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Arthur, Sarah Pritt. Escape Room Log Book: Premium Escape Room Tracker for Puzzle & Game Enthusiasts - 110 Pages - 7 1/2 X 9 1/4 In. Independently Published, 2019.

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Sudoku 640 Puzzles Hard to Expert: Hard to Expert Large Print Puzzle Book for Adults, Four Puzzle per Page with Room to Work, Funny Puzzles and Games for Adults with Two Levels of Difficulty to Improve Your Game. Independently Published, 2020.

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UPPER ROOM KIDS More BIBLE GAMES AND PUZZLES BOOKS. Modern Publishing, 2008.

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Root, Alexey W. Read, Write, Checkmate. Greenwood Publishing Group, Inc., 2009. http://dx.doi.org/10.5040/9798216005100.

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This book helps educators and librarians prepare students to succeed in University Interscholastic League (UIL) Chess Puzzle. Chess expert, Alexey Root, describes her project to have kids read and write about chess while learning to play and excel at the game. Patterned after an actual project undertaken with 25 middle school students, this book features all you need to know to teach kids to play well and reinforce their reading and writing skills at the same time. This book helps educators and librarians prepare students to succeed in University Interscholastic League (UIL) Chess Puzzle. All
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Clare, Adam, and Samet Choudhury. Escape the Game: How to Make Puzzles and Escape Rooms. Createspace Independent Publishing Platform, 2016.

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Owen, Michael. Myst: Solutions. BradyGames, 1995.

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Riven: The Sequel to Myst: Official Solutions. BradyGames, 1997.

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Riven: The Sequel to Myst: Official Hints and Solutions. BradyGames, 1997.

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Book chapters on the topic "Puzzle room game"

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Lanzinger, Franz. "A 3D Puzzle Room." In 3D Game Development with Unity. CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-20.

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Frania, Monika. "Let’s Open the Locker of Creativity - How the Traditional Educational Escape Room Changed into a Virtual Puzzle Game During the COVID-19 Pandemic." In New Media Pedagogy: Research Trends, Methodological Challenges and Successful Implementations. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-44581-1_8.

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Berezina, Katerina, Olena Ciftci, Mahsa Talebi, and Rasoul Mahdavi. "Escaping the Routine: Virtual Escape Rooms in Online Hospitality Courses." In Information and Communication Technologies in Tourism 2024. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-58839-6_11.

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AbstractVirtual escape rooms (VER) are online educational games that place learners in the scenario of being locked in a specified environment and require them to collect clues, answer questions, or solve puzzles in exchange for an escape code. This paper documents the process of designing a VER for an online hospitality course using Google Workspace tools (i.e., Google Sites, Slides, and Forms). The paper walks the readers through the VER design process, which includes identifying the purpose of creating a VER, creating a storyline, preparing clues (e.g., puzzles and activities for students t
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"Foundations of Digital Escape Rooms." In Digital Escape Room Designs in Education. IGI Global, 2025. https://doi.org/10.4018/979-8-3693-4219-0.ch001.

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This introductory chapter starts from the foundations of escape rooms by tracing their philosophical and historical roots. It explores the evolution of puzzles and labyrinths from ancient civilizations, where they symbolized spiritual journeys, to the logical puzzles of the Enlightenment. The chapter examines how these traditions influenced modern escape room design, drawing on game design philosophy, cultural, and artistic movements, including literature, cinema, and video games. Furthermore, it addresses the transition from physical escape rooms to digital ones, highlighting the rise of onli
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Ross, Robert, Richard Hall, and Sarah Lynne Ross. "Converting Course Material to Educational Escape Room Formats." In Handbook of Research on the Influence and Effectiveness of Gamification in Education. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-4287-6.ch009.

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Game-based learning and gamification concepts are growing as educators look to engage, motivate, and create memorable learning experiences for their students. In this chapter, the authors provide a primer to bring teachers and academics up to date on developing educational escape rooms for their classrooms. Hence, this chapter gives an overview of what education escape rooms are, how they can be run, narratives, the pedagogical purpose of the escape room, and how puzzles can be generated. The chapter provides categories of puzzle types with examples and concludes with a STEM-based escape room
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"Educational Theories and Digital Games." In Digital Escape Room Designs in Education. IGI Global, 2025. https://doi.org/10.4018/979-8-3693-4219-0.ch002.

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This chapter provides explores educational theories and their application in digital games and Digital Educational Escape Rooms (DEERs). Beginning with an overview of game-based learning, it discusses the definition, and key components that make this approach effective. The chapter introduces DEERs, examining their theoretical foundations, design principles, and impact on learning. Educational theories such as constructivism, behaviorism, and cognitivism are explored in the context of game design, along with their implications for DEER development. It focuses on gamification, explaining its pr
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"Designing a Digital Educational Escape Room." In Digital Escape Room Designs in Education. IGI Global, 2025. https://doi.org/10.4018/979-8-3693-4219-0.ch004.

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The chapter discusses the key principles and mechanics of designing Digital Educational Escape Rooms (DEERs) to enhance learning experiences. It emphasizes aligning educational goals with immersive game narratives and activities, focusing on cohesive storytelling to make learning content engaging and memorable. Important game mechanics like time constraints and puzzle integration are highlighted, along with how DEERs promote cognitive skills such as critical thinking and problem-solving. Real-world examples demonstrate these principles in practice, and the abstract also explores how gamificati
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"Technology in Digital Escape Rooms." In Digital Escape Room Designs in Education. IGI Global, 2025. https://doi.org/10.4018/979-8-3693-4219-0.ch003.

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This chapter explores the key aspects of digital escape room design, focusing on player motivation, engagement, puzzle design, and storytelling. It examines how game mechanics, such as mental and physical challenges, balance complexity and accessibility to create an engaging player experience. The chapter highlights the role of immersive environments and effective user interface (UI) and user experience (UX) design in enhancing gameplay. It discusses emerging technologies like virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and blockchain, showcasing their potential
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Bartlett, Kerry A., and Janice L. Anderson. "Gaming to Learn." In Handbook of Research on Innovative Digital Practices to Engage Learners. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-9438-3.ch001.

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Escape rooms are live action games where “players” are locked into a room and must work together to discover clues, solve puzzles, and ultimately find the way to escape. There are currently over 2,300 escape rooms in the US. Given the popularity of escape rooms, it is no wonder they have been repurposed for the classroom to aid in student learning. Though research into utilizing escape rooms as an educational tool is still in its nascent stages, studies have provided evidence that these academic escape room activities are useful in enhancing student collaboration and communication skills and i
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Tricarico, Michelangelo. "The Educational Value of the Escape Room in Virtual Environments." In Handbook of Research on Teaching With Virtual Environments and AI. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7638-0.ch015.

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This chapter will report the experiences and skills gained during the “Escape Room at Edu3D” project developed within the Craft World virtual world, by the Edu3D open source learning community, which has long been dedicated to teaching innovation in the environment virtual, thanks to the collaboration of experts, technicians, and volunteer teachers passionate about digital architecture. The developed project has led to a review of the escape rooms, which we are normally used to associating with role-playing games in which competitors are locked in themed rooms and must try to go out collecting
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Conference papers on the topic "Puzzle room game"

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Foster, Chaye, Emilia Urdl, Christin Steller, et al. "Work-in-Progress—Telecommunications History Escape Room Puzzle Game: Become a Phryctoria Archmaester." In 10th International Conference of the Immersive Learning Research Network. The Immersive Learning Research Network, 2024. http://dx.doi.org/10.56198/u6c0wuru6.

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Perkins, Lawrence, Matthew Johnson, and Hakki Erhan Sevil. "A Human Multi-Agent Teaming Testbed, Escape Room Simulation." In 16th International Conference on Applied Human Factors and Ergonomics (AHFE 2025). AHFE International, 2025. https://doi.org/10.54941/ahfe1006383.

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Scalability of multi-agent systems is quickly becoming a crucial area of research as artificial agents become more capable and sophisticated. This is particularly relevant in the context of increasingly ubiquitous AI and automation. A key challenge to furthering research in the area of human-multi-agent teams is having suitable test domains that are simple enough to allow thorough analysis, yet rich enough to foster an appropriate level of human-agent interaction. We present a new open-source test domain designed and developed to explore the dynamics of human interactions with multi-agent syst
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Farreras Esclusa, Montserrat, Jesús Armengol Cebrian, Pablo Bofill Soliguer, and M. Angeles Hernández Gómez. "Game-based learning in computer engineering: a workshop." In SEFI 50th Annual conference of The European Society for Engineering Education. Universitat Politècnica de Catalunya, 2022. http://dx.doi.org/10.5821/conference-9788412322262.1244.

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Gamification has gained popularity in the last years, it is used in primary and secondary schools, as well as in companies and universities (Call, 2021). Along with this growth in popularity the number of available computer tools that facilitate the implementation of quizzes, competitions, simulations, WebQuests etc. has also grown. Play engages students and enhances learning, however not all sorts of games are equally fruitful. As in (Dave Eng, 2019), we make a distinction between gamification and game-based learning (GBL). An example of gamification is a contest where students get points for
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Wang, Isabel, Allison Wang, and John Morris. "Designing an Educational Online 3D Escape Room: Motivating Learning through Engaging Gameplay." In 12th International Conference on Software Engineering and Applications. Academy & Industry Research Collaboration, 2023. http://dx.doi.org/10.5121/csit.2023.131716.

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"Vamoose" is an inventive online 3D escape room game that merges entertainment with STEM education [4]. Motivated by the absence of in-person escape room experiences during the pandemic, the game offers players an engaging platform to learn science, technology, engineering, and mathematics (STEM) while solving captivating puzzles [5]. The game's puzzles, inspired by academic subjects, enable participants to test their knowledge and acquire new insights, fostering motivation and engagement among learners. Despite challenges in implementing a multiplayer feature, the game was refined through rig
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Majkić, Zdravka, and Jasminka Olić Ilčešin. "Using Escape rooms in English classes." In 9th International Scientific Conference Technics and Informatics in Education. University of Kragujevac, Faculty of Technical Sciences Čačak, 2022. http://dx.doi.org/10.46793/tie22.425m.

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There must have been part of your childhood which reminds you of a video game you could not resist! Do you remember the thrill while playing games like Tetris, Pac-Man or Super Mario? Times have changed and games have become even more colourful, more demanding, and more complicated, but that feeling of playing games has remained the same. People who often practice this activity, especially children, become addicted in some way but they are not aware of that. There is a question: How can we use games as a learning strategy that can facilitate children’s motivation of learning? When we create br
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Armie, Madalina, José Francisco Fernández Sánchez, and Verónica Membrive Pérez. "ESCAPE ROOM AS A MOTIVATING TOOL IN THE ENGLISH LITERATURE CLASSROOM AT TERTIARY EDUCATION." In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end058.

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The escape room, also known as escape game, is a gamification tool that aims to promote increased motivation and improved teamwork (Wood & Reiners, 2012). Recently, escape rooms have achieved prominence in the classroom as pedagogical instruments valid for any type of discipline. In the educational field in particular, the escape room can be defined as an action game in real time where the players, in teams, solve a series of puzzles or problems and carry out tasks related to the curricular contents worked on throughout the course, in one or more rooms with a specific objective and at a sp
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Reports on the topic "Puzzle room game"

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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D univer
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