[{"year":"2026","type":"journal_article","doi":"10.34190/ecgbl.20.2.5434","issue":"2","volume":20,"publisher":"Academic Conferences and Publishing International Ltd","conference":{"start_date":"30.09.2026","location":"Darmstadt","name":"European Conference on Games Based Learning","end_date":"02.10.2026"},"title":"Building Digital Educational Escape Rooms:  A Modular Toolkit with Low-Code Authoring Approach","status":"public","publication":"European Conference on Games Based Learning","date_updated":"2026-10-05T08:00:22Z","date_created":"2026-09-29T10:10:29Z","publication_status":"published","user_id":"261203","publication_identifier":{"eisbn":["978-1-917204-95-8"],"isbn":[" 978-1-917204-96-5"],"eissn":["2049-100X"],"issn":["2049-0992"]},"language":[{"iso":"eng"}],"abstract":[{"text":" Digital Educational Escape Rooms (DEERs) represent a compelling form of game-based learning that situates collaborative problem-solving at its core. Grounded in constructivist and collaborative learning principles, DEERs require teams to negotiate meaning, coordinate actions, and apply prior knowledge under time pressure, conditions that promote deeper cognitive engagement and knowledge consolidation. The game environment provides intrinsic motivation through narrative immersion and immediate feedback, while cooperative mechanics cultivate communication and shared responsibility. Systematic reviews confirm that DEERs foster teamwork, communication, and critical thinking, yet adoption remains limited because creating pedagogically sound DEERs demands both instructional design expertise and substantial technical skill. Existing authoring tools either sacrifice expressiveness for usability or require programming knowledge, leaving a significant gap for non-technical educators seeking to design rich, interactive learning experiences aligned with curricular goals. This work in progress paper presents the DEER-Wizard, a low-code authoring approach that guides educators through a multi-step configuration covering puzzle structure, narrative flow, and learning objectives. Each step is grounded in established DEER design principles, including narrative framing, interdependent puzzles, adaptive hint strategies, and structured debriefing, ensuring that pedagogical alignment is built into the authoring process rather than treated as an afterthought. A connected DEER-Generator converts the completed configuration into a playable game. The Wizard builds on the DEER-Toolkit embedded in a 2D multiplayer dungeon crawler with cooperative play and xAPI-based learning analytics that support formative assessment. Together, Wizard and Toolkit enable non-technical educators to design pedagogically aligned DEERs without programming expertise, directly addressing the power-usability dilemma identified in authoring tool research. The DEER-Wizard is a conceptual design with a prototype implementation in progress. A planned mixed-methods evaluation will examine usability for educators and learning outcomes for students in authentic higher education settings. The Wizard, the Toolkit, and the generated Escape Room Games are and will continue to be released as open-source software and open educational resources.\r\n                ","lang":"eng"}],"_id":"7185","intvolume":"        20","citation":{"apa":"Matutat, A., Franke, B., Schumann, N., Rüffer, H., George, B. C., &#38; Gips, C. (2026). Building Digital Educational Escape Rooms:  A Modular Toolkit with Low-Code Authoring Approach. <i>European Conference on Games Based Learning</i>, <i>20</i>(2). <a href=\"https://doi.org/10.34190/ecgbl.20.2.5434\">https://doi.org/10.34190/ecgbl.20.2.5434</a>","chicago":"Matutat, André, Benjamin Franke, Niklas Schumann, Hannes Rüffer, Birgit Christina George, and Carsten Gips. “Building Digital Educational Escape Rooms:  A Modular Toolkit with Low-Code Authoring Approach.” <i>European Conference on Games Based Learning</i> 20, no. 2 (2026). <a href=\"https://doi.org/10.34190/ecgbl.20.2.5434\">https://doi.org/10.34190/ecgbl.20.2.5434</a>.","bibtex":"@article{Matutat_Franke_Schumann_Rüffer_George_Gips_2026, title={Building Digital Educational Escape Rooms:  A Modular Toolkit with Low-Code Authoring Approach}, volume={20}, DOI={<a href=\"https://doi.org/10.34190/ecgbl.20.2.5434\">10.34190/ecgbl.20.2.5434</a>}, number={2}, journal={European Conference on Games Based Learning}, publisher={Academic Conferences and Publishing International Ltd}, author={Matutat, André and Franke, Benjamin and Schumann, Niklas and Rüffer, Hannes and George, Birgit Christina and Gips, Carsten}, year={2026} }","ama":"Matutat A, Franke B, Schumann N, Rüffer H, George BC, Gips C. Building Digital Educational Escape Rooms:  A Modular Toolkit with Low-Code Authoring Approach. <i>European Conference on Games Based Learning</i>. 2026;20(2). doi:<a href=\"https://doi.org/10.34190/ecgbl.20.2.5434\">10.34190/ecgbl.20.2.5434</a>","short":"A. Matutat, B. Franke, N. Schumann, H. Rüffer, B.C. George, C. Gips, European Conference on Games Based Learning 20 (2026).","alphadin":"<span style=\"font-variant:small-caps;\">Matutat, André</span> ; <span style=\"font-variant:small-caps;\">Franke, Benjamin</span> ; <span style=\"font-variant:small-caps;\">Schumann, Niklas</span> ; <span style=\"font-variant:small-caps;\">Rüffer, Hannes</span> ; <span style=\"font-variant:small-caps;\">George, Birgit Christina</span> ; <span style=\"font-variant:small-caps;\">Gips, Carsten</span>: Building Digital Educational Escape Rooms:  A Modular Toolkit with Low-Code Authoring Approach. 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In: <span style=\"font-variant:small-caps;\">DSouza, P.</span> ; <span style=\"font-variant:small-caps;\">Tang, H.</span> ; <span style=\"font-variant:small-caps;\">Xi, N.</span> ; <span style=\"font-variant:small-caps;\">Hamari, J.</span> (Hrsg.): <i>Proceedings of the 10th Annual International GamiFIN Conference 2026</i>. New York, NY, USA : ACM, 2026, S. 1–5","ieee":"A. Matutat, B. Franke, H. Rüffer, N. Schumann, B. C. George, and C. 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New York, NY, USA: ACM, 2026. <a href=\"https://doi.org/10.1145/3789624.3789628\">https://doi.org/10.1145/3789624.3789628</a>."},"_id":"6817","editor":[{"full_name":"DSouza, Prajwal","last_name":"DSouza","first_name":"Prajwal"},{"full_name":"Tang, Hairui","last_name":"Tang","first_name":"Hairui"},{"last_name":"Xi","first_name":"Nannan","full_name":"Xi, Nannan"},{"full_name":"Hamari, Juho","first_name":"Juho","last_name":"Hamari"}],"author":[{"id":"228871","full_name":"Matutat, André","orcid_put_code_url":"https://api.orcid.org/v2.0/0009-0001-9362-7704/work/209723251","last_name":"Matutat","orcid":"0009-0001-9362-7704","first_name":"André"},{"id":"221028","last_name":"Franke","first_name":"Benjamin","full_name":"Franke, Benjamin"},{"full_name":"Rüffer, Hannes","first_name":"Hannes","last_name":"Rüffer","id":"232411"},{"id":"244257","orcid_put_code_url":"https://api.orcid.org/v2.0/0009-0001-7718-6291/work/218629981","full_name":"Schumann, Niklas","first_name":"Niklas","orcid":"0009-0001-7718-6291","last_name":"Schumann"},{"id":"212414","orcid_put_code_url":"https://api.orcid.org/v2.0/0009-0001-6148-9677/work/209723252","full_name":"George, Birgit Christina","first_name":"Birgit Christina","last_name":"George","orcid":"0009-0001-6148-9677"},{"id":"212649","full_name":"Gips, Carsten","orcid_put_code_url":"https://api.orcid.org/v2.0/0000-0002-4230-9060/work/209723253","last_name":"Gips","orcid":"0000-0002-4230-9060","first_name":"Carsten"}],"department":[{"_id":"102"}],"publication_status":"published","date_created":"2026-03-26T01:48:59Z","page":"1-5","publication":"Proceedings of the 10th Annual International GamiFIN Conference 2026","date_updated":"2026-06-24T11:49:30Z","status":"public","language":[{"iso":"eng"}],"publication_identifier":{"isbn":["9798400721908"]},"user_id":"228871"},{"year":"2026","place":"New York, NY, USA","publisher":"ACM","doi":"10.1145/3789624.3789625","type":"conference","conference":{"location":"Saariselkä Finland","name":"GamiFIN 2026: 10th Annual International GamiFIN Conference 2026","end_date":"2026-03-27","start_date":"2026-03-23"},"quality_controlled":"1","title":"Designing Workshops to Bridge Visual and Textual Programming: A Narrative Game Approach","publication_status":"published","page":"1-6","date_created":"2026-03-26T01:50:46Z","date_updated":"2026-06-24T11:49:13Z","publication":"Proceedings of the 10th Annual International GamiFIN Conference 2026","status":"public","language":[{"iso":"eng"}],"publication_identifier":{"isbn":["9798400721908"]},"user_id":"228871","citation":{"chicago":"Matutat, André, Benjamin Franke, Niklas Schumann, Birgit Christina George, Jörg Michael Keuntje, and Carsten Gips. “Designing Workshops to Bridge Visual and Textual Programming: A Narrative Game Approach.” In <i>Proceedings of the 10th Annual International GamiFIN Conference 2026</i>, edited by Prajwal DSouza, Hairui Tang, Nannan Xi, and Juho Hamari, 1–6. 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Beide Veranstaltungen sind durch moderne Lehrkonzepte und eine enge Verschmelzung digitaler und analoger Elemente geprägt und werden im Flipped Classroom durchgeführt; die Veranstaltung KI wird zudem in internationaler Kooperation organisiert. In beiden Projekten sollte die Selbstlernphase gestärkt und das Peer-Learning gefördert werden, in KI war zusätzlich die Aktivierung der Studierenden im Internationalisierungskontext ein wichtiges Ziel.\r\nWir möchten in unserem Beitrag unsere Erfahrungen beim Peer-Feedback zu Übungsaufgaben im ILIAS, bei digitalen Selbsttests zur Lernfortschrittskontrolle, bei der Durchführung von Poster-Sessions und der Einrichtung einer Poster-Gallerie sowie bei der Bildung von internationalen Studierenden-Tandems teilen. Darüber hinaus werden wir einen Einblick in die Gestaltung der ILIAS-Kursräume geben, die jeweils aus einem offenen Kursraum für das OER-Lehr-/Lernmaterial sowie einem geschlossenen Kursraum für die Semesterorganisation und Abgaben bestanden. 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