Enhancing Social Entrepreneurship Education through Digital Educational Escape Rooms: A Literature Review

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Title: Enhancing Social Entrepreneurship Education through Digital Educational Escape Rooms: A Literature Review
Language: English
Authors: Richard Martina (ORCID 0000-0002-1957-2055), Kristin Webb, Ana Katarina Pessoa-de-Oliveira (ORCID 0000-0002-8006-6362)
Source: Education & Training. 2026 68(2):271-294.
Availability: Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight
Peer Reviewed: Y
Page Count: 24
Publication Date: 2026
Document Type: Journal Articles
Information Analyses
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Social Problems, Entrepreneurship, Educational Games, Problem Solving, Puzzles, Electronic Learning, Integrated Curriculum, College Curriculum, Skill Development, Learning Objectives, Technology Uses in Education, Curriculum Design
DOI: 10.1108/ET-10-2024-0474
ISSN: 0040-0912
1758-6127
Abstract: Purpose: This paper enhances the use of digital educational escape rooms (DEER) in social entrepreneurship (SE) education by identifying key design elements that effectively impart essential skills. It offers educators a comprehensive framework for designing and implementing DEER to improve educational practices in this field. Design/methodology/approach: This literature review, conducted following PRISMA guidelines, analyzed 38 papers on DEER. The methodology ensured an examination of theoretical underpinnings, design elements and learning objectives through structured identification, screening, eligibility assessment and inclusion processes. The research question formulated was: Which narrative and social context, game mechanics and dynamics and aesthetic and immersion elements are essential for teaching SE skills through DEER? Findings: While not all papers addressed both learning and game design theories, many outlined DEER components guiding the creation process. Successful collaboration in online groups emerged as a common theme, and while specific puzzle types were less impactful, the gamified context significantly influenced learning outcomes. Research limitations/implications: The targeted analysis of selected papers offers nuanced insights into DEER design elements and suggests future research opportunities to expand understanding across diverse educational contexts. Practical implications: As a practical implication, this study considers that by integrating DEER into educational curricula, educators can create engaging and impactful learning environments that prepare students to tackle real-world social challenges. Social implications: Integrating DEER into higher education has significant social implications, equipping students with durable skills and fostering community engagement for making a social impact. Originality/value: This study fills a gap in the literature regarding DEER applications beyond STEM fields, contributing to the understanding of how DEER can align with SE-specific learning objectives.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1501242
Database: ERIC
FullText Text:
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  Data: Enhancing Social Entrepreneurship Education through Digital Educational Escape Rooms: A Literature Review
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  Data: English
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  Data: <searchLink fieldCode="AR" term="%22Richard+Martina%22">Richard Martina</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-1957-2055">0000-0002-1957-2055</externalLink>)<br /><searchLink fieldCode="AR" term="%22Kristin+Webb%22">Kristin Webb</searchLink><br /><searchLink fieldCode="AR" term="%22Ana+Katarina+Pessoa-de-Oliveira%22">Ana Katarina Pessoa-de-Oliveira</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8006-6362">0000-0002-8006-6362</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Education+%26+Training%22"><i>Education & Training</i></searchLink>. 2026 68(2):271-294.
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  Data: Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight
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  Data: 24
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  Data: Journal Articles<br />Information Analyses<br />Reports - Research
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  Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Social+Problems%22">Social Problems</searchLink><br /><searchLink fieldCode="DE" term="%22Entrepreneurship%22">Entrepreneurship</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Games%22">Educational Games</searchLink><br /><searchLink fieldCode="DE" term="%22Problem+Solving%22">Problem Solving</searchLink><br /><searchLink fieldCode="DE" term="%22Puzzles%22">Puzzles</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+Learning%22">Electronic Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Integrated+Curriculum%22">Integrated Curriculum</searchLink><br /><searchLink fieldCode="DE" term="%22College+Curriculum%22">College Curriculum</searchLink><br /><searchLink fieldCode="DE" term="%22Skill+Development%22">Skill Development</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Objectives%22">Learning Objectives</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Uses+in+Education%22">Technology Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Curriculum+Design%22">Curriculum Design</searchLink>
– Name: DOI
  Label: DOI
  Group: ID
  Data: 10.1108/ET-10-2024-0474
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 0040-0912<br />1758-6127
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: Purpose: This paper enhances the use of digital educational escape rooms (DEER) in social entrepreneurship (SE) education by identifying key design elements that effectively impart essential skills. It offers educators a comprehensive framework for designing and implementing DEER to improve educational practices in this field. Design/methodology/approach: This literature review, conducted following PRISMA guidelines, analyzed 38 papers on DEER. The methodology ensured an examination of theoretical underpinnings, design elements and learning objectives through structured identification, screening, eligibility assessment and inclusion processes. The research question formulated was: Which narrative and social context, game mechanics and dynamics and aesthetic and immersion elements are essential for teaching SE skills through DEER? Findings: While not all papers addressed both learning and game design theories, many outlined DEER components guiding the creation process. Successful collaboration in online groups emerged as a common theme, and while specific puzzle types were less impactful, the gamified context significantly influenced learning outcomes. Research limitations/implications: The targeted analysis of selected papers offers nuanced insights into DEER design elements and suggests future research opportunities to expand understanding across diverse educational contexts. Practical implications: As a practical implication, this study considers that by integrating DEER into educational curricula, educators can create engaging and impactful learning environments that prepare students to tackle real-world social challenges. Social implications: Integrating DEER into higher education has significant social implications, equipping students with durable skills and fostering community engagement for making a social impact. Originality/value: This study fills a gap in the literature regarding DEER applications beyond STEM fields, contributing to the understanding of how DEER can align with SE-specific learning objectives.
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  Data: 2026
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  Data: EJ1501242
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        Value: 10.1108/ET-10-2024-0474
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      – Text: English
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        PageCount: 24
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    Subjects:
      – SubjectFull: Social Problems
        Type: general
      – SubjectFull: Entrepreneurship
        Type: general
      – SubjectFull: Educational Games
        Type: general
      – SubjectFull: Problem Solving
        Type: general
      – SubjectFull: Puzzles
        Type: general
      – SubjectFull: Electronic Learning
        Type: general
      – SubjectFull: Integrated Curriculum
        Type: general
      – SubjectFull: College Curriculum
        Type: general
      – SubjectFull: Skill Development
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      – SubjectFull: Learning Objectives
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      – SubjectFull: Technology Uses in Education
        Type: general
      – SubjectFull: Curriculum Design
        Type: general
    Titles:
      – TitleFull: Enhancing Social Entrepreneurship Education through Digital Educational Escape Rooms: A Literature Review
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            NameFull: Kristin Webb
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            NameFull: Ana Katarina Pessoa-de-Oliveira
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