ESCape the ClassRoom
John O'Connor
TL;DR
This paper addresses the cost and complexity barriers of physical educational escape rooms and the shortcomings of prior digital variants by introducing ESCape the ClassRoom, a web-based VR EER framework. It leverages HTML, WebXR, A-Frame, and Web Components to deliver multi-room, immersive puzzles with a state-driven architecture and recast-based navmesh, publishable as WebXR sites without extra software. Key contributions include a practical guide for educators with limited programming skills, robust game state management, flexible interaction design, and cross-device publishing supporting devices like the Meta Quest 2/3. The framework aims to democratize access to immersive learning experiences, with future work focusing on multi-player capabilities, teacher observation tools, adaptive puzzles, and empirical evaluation of VR's teaching effectiveness.
Abstract
Educational Escape Rooms (EER's), through their use of immersive storytelling and practical application of abstract concepts, present a novel new technique for engaging learners in a variety of subjects. However, there is a significant time and materials investment required to build new physical Escape Rooms, and prior attempts to create digital escape rooms have resulted in games that lack the immersive qualities that make physical escape rooms so compelling. This paper presents ESCape the Classroom, a web framework for creating virtual reality educational escape rooms (VR EERs) that can be delivered to any web-connected device. The framework is equipped with essential tools to design and deploy intricate, multi-room VR escape experiences using HTML and Web-Components. It is designed to be used by educators with rudimentary programming skills, eliminating the need for advanced game programming or development expertise. VR EERs created with this platform can be published online as WebXR sites that are compatible with a broad spectrum of VR hardware, including the Meta Quest 3, allowing educators to share the experiences they create while bypassing the need for additional software installations on devices. This paper will present the design and implementation of ESCape the Classroom, and discuss the potential for this platform to be used in educational settings.
