Secondary STEM education faces persistent challenges in student engagement and conceptual understanding, particularly in abstract domains such as chemistry and physics. While digital escape rooms offer potential solutions, systematic evidence on the relationship between game performance and user experience in technology-enhanced implementations remains limited. This study examined user experience, engagement, and game performance in two 5G-enhanced educational escape rooms for chemistry (ChimiGame) and physics (FisiGame) with twenty-eight high school students in collaborative gaming sessions. We combined Game Learning Analytics with the User Experience Questionnaire to investigate how objective performance metrics relate to subjective experiential dimensions. Results revealed high engagement and positive user experience across all dimensions. Performance-UX relationships proved context-dependent: in ChimiGame, session duration negatively impacted satisfaction regardless of success levels, while in FisiGame, higher scores enhanced attractiveness and perspicuity whereas excessive attempts diminished them. Engagement correlated with stimulation, efficiency, and attractiveness. These findings suggest that the performance-experience relationship depends on content characteristics and feedback mechanisms rather than following uniform patterns. The study provides evidence-based guidelines for balancing challenge with positive experience in technology-enhanced STEM learning contexts, focusing on experiential rather than learning outcome dimensions.

User Experience and Game Performance in 5G-Enhanced Educational Escape Rooms for STEM Learning

Fante, Chiara;Ravicchio, Fabrizio;Caruso, Giovanni Paolo;Boccuzzi, Giannangelo;Manganello, Flavio
2027

Abstract

Secondary STEM education faces persistent challenges in student engagement and conceptual understanding, particularly in abstract domains such as chemistry and physics. While digital escape rooms offer potential solutions, systematic evidence on the relationship between game performance and user experience in technology-enhanced implementations remains limited. This study examined user experience, engagement, and game performance in two 5G-enhanced educational escape rooms for chemistry (ChimiGame) and physics (FisiGame) with twenty-eight high school students in collaborative gaming sessions. We combined Game Learning Analytics with the User Experience Questionnaire to investigate how objective performance metrics relate to subjective experiential dimensions. Results revealed high engagement and positive user experience across all dimensions. Performance-UX relationships proved context-dependent: in ChimiGame, session duration negatively impacted satisfaction regardless of success levels, while in FisiGame, higher scores enhanced attractiveness and perspicuity whereas excessive attempts diminished them. Engagement correlated with stimulation, efficiency, and attractiveness. These findings suggest that the performance-experience relationship depends on content characteristics and feedback mechanisms rather than following uniform patterns. The study provides evidence-based guidelines for balancing challenge with positive experience in technology-enhanced STEM learning contexts, focusing on experiential rather than learning outcome dimensions.
2027
Istituto per le Tecnologie Didattiche - ITD - Sede Genova
9783032397331
9783032397348
Educational Escape Rooms, User Experience, Game-Based Learning, STEM Education, 5G Technology, Engagement
File in questo prodotto:
Non ci sono file associati a questo prodotto.

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/603161
 Attenzione

Attenzione! I dati visualizzati non sono stati sottoposti a validazione da parte dell'ente

Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus ND
  • ???jsp.display-item.citation.isi??? ND
social impact