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Educational Escape Rooms for Information Literacy Development: A Scoping Review

This scoping review of 16 studies published between 2014 and 2026 finds that educational escape rooms are a promising, engaging tool for developing information literacy skills across diverse learning contexts, though their long-term educational value requires further rigorous evaluation to address current limitations in study design and assessment.

Original authors: Zahra Kalhori, Shadi Asadzandi, Mehdi Zahedian

Published 2026-07-01
📖 5 min read🧠 Deep dive

Original authors: Zahra Kalhori, Shadi Asadzandi, Mehdi Zahedian

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to teach a group of people how to navigate a giant, chaotic library where some books are true, some are lies, and some are written in invisible ink. Traditionally, you might stand at the front of the room and lecture them on how to find the right shelf. But what if, instead, you locked them in a room with a timer, gave them a mystery to solve, and told them they could only escape by finding the right clues hidden in that very library?

This is exactly what the paper "Educational Escape Rooms for Information Literacy Development" explores. The authors, Zahra Kalhori and her team, looked at 16 different studies where "escape rooms" were used to teach people how to handle information better.

Here is a simple breakdown of what they found, using some everyday analogies:

1. What is an Educational Escape Room?

Think of an escape room as a live-action puzzle game. You are placed in a scenario (like a detective solving a crime or a doctor treating a patient) with a ticking clock. To "escape" or win, you have to work together with your team to find clues, solve riddles, and unlock the next step.

In these studies, the "clues" weren't just hidden keys; they were information. To solve the puzzle, players had to:

  • Search for facts in databases.
  • Figure out if a news headline was real or fake.
  • Check if a source was trustworthy.
  • Use what they found to solve the problem.

2. What Did They Look For?

The researchers acted like mapmakers. They didn't just want to know if the games were fun; they wanted to draw a map of how these games were used to teach "Information Literacy."

Information literacy is like having a superpower for the digital age. It's not just knowing how to type a question into Google; it's knowing how to:

  • Find the right source.
  • Spot a liar (misinformation).
  • Decide if a piece of info is worth trusting.
  • Use that info to make a good decision.

3. What Did They Find? (The Map)

After reviewing 16 studies from places like universities, hospitals, schools, and public libraries, here is the landscape they discovered:

  • The "Where" and "Who": These games happened everywhere. Some were in physical rooms with locked boxes (like a real escape room), while others were digital games played on computers or phones. The players ranged from pharmacy students to high schoolers and even the general public.
  • The "What" (What skills were taught?):
    • The Search Engine: Most games focused on teaching people how to hunt for information effectively. It was like giving players a metal detector and telling them to find the gold (the right facts) in a field of sand.
    • The Lie Detector: A growing number of games focused on spotting "fake news" and misinformation. Players had to distinguish between a real photo and a "deepfake" (a manipulated video), or tell if a news story was a trap.
    • The Application: Players had to use the info they found to solve a problem, like figuring out the right medicine for a patient or solving a mystery.
    • The Missing Pieces: The researchers noticed that while games were great at teaching how to find and check info, they rarely taught people how to organize it, how to cite it properly, or the ethical rules of using other people's work. It's like teaching someone how to drive a car, but never teaching them the traffic laws or how to change the oil.

4. Did It Work?

The results were generally positive, but with a big "but."

  • The Good News: People loved the games. They were more engaged, motivated, and felt like they learned more than in a boring lecture. The "time pressure" and "teamwork" made the learning feel like an adventure rather than a chore.
  • The "But": The evidence is a bit shaky. Most studies were like snapshot photos taken right after the game. They showed that people felt confident and had fun, but we don't have many "long-exposure photos" (long-term studies) to prove that people actually kept these skills weeks or months later.
  • The Method: Many studies relied on players saying, "I learned a lot!" rather than testing them with hard data. It's the difference between a student saying, "I feel like I know math," and actually passing a math test.

5. The Big Picture Conclusion

The authors conclude that educational escape rooms are a promising new tool for teaching information literacy. They turn the abstract concept of "research skills" into a concrete, hands-on experience.

However, they warn that we can't just assume the games work perfectly yet. To make them truly effective, educators need to:

  1. Make sure the game mechanics actually match the learning goals (don't just make a fun game; make a teaching game).
  2. Add a "debrief" session at the end, where the teacher helps players connect the game clues to real-life skills.
  3. Do more rigorous testing to see if the skills stick around after the game is over.

In short: Escape rooms are like a training simulator for the information age. They are exciting, collaborative, and great for practicing how to spot fake news and find facts. But just like a flight simulator, we need to make sure the pilots (the students) can actually fly the plane in the real world, not just in the game.

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