Humanities
  • ISSN: 2155-7993
  • Journal of Modern Education Review

Gamification in Education: Implementation of a Digital Escape Room to “Eat Smart Save Your Land” Erasmus+ Project


Aspasia D. Mylona, Kübra Ersan 

(VET Secondary Schools, Greece)


Abstract: Covid-19 pandemic forced us to transform our teaching and learning activities so as to fit the online learning. It also has accelerated digital transformation in education and the need to design an effective blended curriculum (synchronous and asynchronous) that takes advantage of the technology and opportunities it offers. Gamification is an innovative learning technique that addresses the need of increasing students’ motivation and engagement in an interactive and collaborative way by applying game design elements in an educational environment. Many studies have shown that students learn best when they are also having fun while achieving the learning activity’s objectives. With the growing popularity of gamification and the mixed success of its application in educational contexts, the current paper is a case study from our experience through our implementation of the “Eat Smart Save Your Land” Erasmus+ project, aiming to present how escape rooms could be implemented in a learning scenario, helping students assimilate new information and test their knowledge.



Key words: gamification, escape rooms, blended learning





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