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Escape Rooms as an Active Learning Didactic Strategy


             et al. 2023). When students actively acquire knowledge during the learning
             process rather than passively, learning outcomes tend to be more sustain-
             able. Moreover, students can more easily apply what they have learned to
             new contexts and challenges (Rutar Ilc, 2003).
               For the student, active learning is no longer just about memorizing infor-
             mation but about creating meaningful interactions between participants in
             the learning process, changing the student’s ideas about the world and mak-
             ing new connections between different knowledge and skills.
               Learning strategies based on educational games are becoming increas-
             ingly popular in education, partly because of their social aspect, which
             encourages collaboration between students (Vidergor, 2021). Cooperative
             learning is a form of active learning, in which the teacher encourages not
             only the development of content knowledge, but also social skills and in-
             teractions among students (Davidson & Major, 2024). In cooperative learn-
             ing environments, students formulate questions, discuss ideas, explore so-
             lutions, and perform tasks together (Kozlov & Große, 2016; Veldkamp et al.,
             2020). Cooperative learning requires the participation of all group members,
             and everyone is responsible for solving all parts of a problem. By using co-
             operative learning, all students in the group expand their knowledge of the
             entire problem. The goal of collaborative learning is to enable students to
             construct knowledge together through social interactions (Davidson & Ma-
             jor, 2024).
               Students who are engaged in collaborative learning consistently outper-
             form peers who learn in isolation, showing improvements in conceptual un-
             derstanding, social interaction, and motivation (Cabrera & Cabrera, 2002;
             Davidson & Major, 2024). Given these benefits, escape rooms can serve as
             a dynamic pedagogical tool that integrates collaboration, critical thinking,
             and gamified engagement.
               Despite numerous studies on active and game-based learning, few have
             compared the impact of physical and virtual escape rooms on students’ mo-
             tivation and knowledge retention at the primary level. This study aims to ad-
             dress this research gap by comparing both approaches and examining the
             motivational and cognitive factors underlying their effectiveness.

             Theoretical Framework
             The theoretical framework begins by defining the escape room as a didactic
             strategy that supports active learning. In educational contexts, an escape
             room is a structured, game-based learning environment where students
             collaboratively solve puzzles and tasks to achieve a clearly defined goal. As


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