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Digital Educational Escape Room

Guidebook

Be part of digital revolution

This project focuses on how to use a digital educational escape room to help reimagine teaching & learning in social
entrepreneurship in higher education, and also how we might develop a (conceptual) framework to develop such an escape room.

These are the final outputs of the completed work within the process of the project. These include the morphological chart, the literature reviews, the three stories, and the puzzle game.

The activity comprises the tasks and subtasks that go into the completion of the project.

Team

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