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 |
| 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: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1501242 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Enhancing Social Entrepreneurship Education through Digital Educational Escape Rooms: A Literature Review – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au 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>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Education+%26+Training%22"><i>Education & Training</i></searchLink>. 2026 68(2):271-294. – Name: Avail Label: Availability Group: Avail 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 24 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Information Analyses<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1501242 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1501242 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1108/ET-10-2024-0474 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 24 StartPage: 271 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 Type: general – SubjectFull: Learning Objectives Type: general – 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 Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Richard Martina – PersonEntity: Name: NameFull: Kristin Webb – PersonEntity: Name: NameFull: Ana Katarina Pessoa-de-Oliveira IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 02 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 0040-0912 – Type: issn-electronic Value: 1758-6127 Numbering: – Type: volume Value: 68 – Type: issue Value: 2 Titles: – TitleFull: Education & Training Type: main |
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