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AI in Educational Digital Escape Rooms: State of the Art and Perspectives
Department of IT in Management, University of Szczecin, Szczecin, Poland.ORCID iD: 0000-0002-2214-6989
Department of IT in Management, University of Szczecin, Szczecin, Poland.ORCID iD: 0000-0003-3474-828X
Malmö University, Faculty of Technology and Society (TS), Department of Computer Science and Media Technology (DVMT). Malmö University, Sustainable Digitalisation Research Centre (SDRC). (Game Lab)ORCID iD: 0000-0003-3924-7484
Department of CEIT, Hacettepe University, Ankara, Türkiye.ORCID iD: 0000-0003-4984-6456
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2025 (English)In: Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium, Blue Sky, and WideAIED: 26th International Conference, AIED 2025, Palermo, Italy, July 22–26, 2025, Proceedings, Part I / [ed] Alexandra I. Cristea; Erin Walker; Yu Lu; Olga C. Santos; Seiji Isotani, Springer Nature , 2025, Vol. 2590 CCIS, p. 47-60Conference paper, Published paper (Refereed)
Abstract [en]

Artificial Intelligence (AI), in particular Generative Artificial Intelligence (GenAI), is a quickly developing field capable of revolutionizing educational digital escape rooms. Traditionally reliant on static content, these immersive environments have faced limitations in adaptability, replayability, and personalization. However, recent advancements in AI and GenAI enable dynamic puzzle generation, adaptive storytelling, and AI-driven non-player characters (NPCs) with agentic AI, allowing for highly responsive and personalized experiences. This paper reviews the state-of-the-art in integrating AI (with the focus on GenAI) into educational digital escape rooms, integrating interdisciplinary insights from cognitive science, game design, and machine learning, and showing how AI can improve engagement, scalability, and content diversity, but also indicates challenges related to ethical AI use, bias in algorithmic decision-making, and the need for robust evaluation frameworks to assess player satisfaction and learning outcomes.

Place, publisher, year, edition, pages
Springer Nature , 2025. Vol. 2590 CCIS, p. 47-60
Series
Communications in Computer and Information Science, ISSN 1865-0929, E-ISSN 1865-0937
Keywords [en]
Artificial Intelligence, Educational Escape Rooms, GenAI, Large Language Models, Virtual Escape Rooms
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:mau:diva-78902DOI: 10.1007/978-3-031-99261-2_4Scopus ID: 2-s2.0-105012424182ISBN: 9783031992605 (print)OAI: oai:DiVA.org:mau-78902DiVA, id: diva2:1989379
Conference
Poster papers and late breaking results, workshops and tutorials, practitioners, industry and policy track, doctoral consortium, blue sky and wideAIED papers presented at the 26th International Conference on Artificial Intelligence in Education, AIED 2025, 22-26 Jul 2025, Palermo, Italy
Available from: 2025-08-15 Created: 2025-08-15 Last updated: 2026-03-10Bibliographically approved

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Font Fernández, José María

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Swacha, JakubMuszyńska, KarolinaFont Fernández, José MaríaArkün Kocadere, SelayQueirós, RicardoDamaševičius, RobertasMaskeliūnas, Rytis
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