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Escape Room Best Practices to Enhance Reflection in Extended Reality Learning Environments
 

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About Project: Extended reality (XR) learning environments result in greater knowledge gains when coupled with opportunities to reflect on one’s actions and learning. However, when and how one should prompt reflection in XR learning environments to effectively enhance learning, without breaking immersion, remains an open question. In this work, we argue that we can extract insights on how to design effective, immersive reflection for XR learning environments from the expertise of escape room game masters who regularly provide reflective hints and prompts in complex, immersive problem solving environments. To demonstrate this, we conducted exploratory semi-structured interviews with 13 escape room game masters and, via iterative open coding, captured GM’s best practices in how they provide hints and give nudges to escape room players. From these results, we discuss implications for XR learning environments-based reflection regarding student advancement, the role of affect, and adaptable reflection.

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My Role: UX Researcher, Data Analyst

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My Responsibilities: 

  • Conducted qualitative research on game development, simulation, and XR projects to gather and analyze data on user behavior and preferences

  • Organized and facilitated user research studies, including recruiting participants, holding playtesting sessions, conducting interviews and surveys to gather user data

  • Utilized qualitative methodologies to identify patterns, trends, and anomalies in user behaviors

  • Analyzed qualitative data to understand escape room best practices to enhance reflection and hint system in extended reality learning environments

  • Communicated research findings across teams to guide product development and design decisions

  • Collaborated with the user research team, designers, and engineers to support the research plans and iterate on the product development

  • Co-authored the research paper to reflect research findings and advance industry and academic knowledge

RESEARCH METHODS

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  • Research Question: What can we learn from how game masters provide hints and nudges to escape room players to enhance reflection in XR learning environments?

  • Experiment Design: To explore our idea and answer our research question, we conducted semi-structured interviews with current and former escape room game masters. The interview was intended to capture various elements of GM assistance in escape rooms, including when it is given, how GMs determine it is needed (both for hints and nudges), how it is phrased or delivered to the player, and what type of assistance it is.

  • Data Analysis

    • After conducting interviews, we derived emerging themes.

    • We analyzed interviews using iterative open coding.

    • We labeled each participant response and organized and consolidated their labels into initial codes.

    • We discussed our findings, collapsed overlapping codes, and generated a list of 16 themes from the initial codes.

    • We then independently coded a separate 30% of the transcripts with these themes to assess their Inter-Rater Reliability (IRR) via Cohen’s Kappa.

    • We performed a second IRR check with the updated themes, resulting in a Kappa with strong level of agreement.

    • We performed a final iteration on the themes which resulted in10 themes, organized into three conceptual categories.

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OUTCOMES

  • In this work, we argued that we may be able to glean insights into better
    implementation of reflection in XR learning environments from the best practices of escape room game masters (GMs). From an interview study with 13 GMs, we identify10 themes that capture their techniques for timing and structuring aid that fall within three foci: advancement, affect, and adaptation, which inform their techniques. We discuss each of these foci and identify new ways to envision learning and reflection in XRLEs, thereby highlighting innovative design opportunities.

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GAME DESIGN

Based on our findings in our research, we designed and developed a digital escape room in Unity focusing on individual problem-solving and incidental learning about living a healthy life and longevity.  This single-player escape room seamlessly work across a digital, virtual reality, and augmented reality format.

©2025 by Rana Jahani 

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