«Μυθο-δραπέτες» : αφηγηματική και παιγνιώδης μάθηση σε ένα ψηφιακό escape room μυθολογίας - Σχεδιασμός εκπαιδευτικού σεναρίου για την πρωτοβάθμια εκπαίδευση με άξονα την ψηφιακή πολιτιστική βιωσιμότητα
"Mytho-Drapetes" : narrative and gamified learning in a digital mythology escape room - Designing an educational scenario for primary education in the basis of digital cultural sustainability

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Keywords
Digital escape room ; Greek mythology ; Narrative learning ; Game-based learning ; Gamification ; ARCS motivation model ; cultural sustainability ; 21st century skillsAbstract
This Master’s thesis focuses on the design and development of a digital escape room for third grade primary school students, entitled Mytho-Drapetes, which utilizes Greek mythology to enhance student engagement and educational effectiveness. Students are invited to travel through four selected myths, where they carry out a series of interactive activities and creative missions. The completion of each myth-based room leads them to the final room, where they have the opportunity to reflect on their experience and receive a certificate of participation as recognition of their effort and as a reward for their success. The flow of the scenario follows the four stages of the Narrative Learning Model, providing students with a coherent learning framework. At the same time, GBL (Game-based Learning) and gamification strategies were integrated, while the design process took into consideration
the ARCS motivational model, in order to enhance students’ overall motivation and active participation throughout the learning process. For the evaluation of the scenario, an assessment rubric was developed, which includes key pedagogical and technological dimensions, directly aligned with the research questions of the study. These focus both on students’ overall engagement and on the educational effectiveness of the scenario. In this way, each research question corresponds to specific evaluation criteria, ensuring a comprehensive assessment of the educational value of the scenario. The research process applied descriptive statistical analysis, which, however, remained at a hypothetical level without implementation on an actual sample, and demonstrated that the scenario possesses strong pedagogical and technological elements capable of supporting student engagement and fostering critical skills. The contribution of this study lies in the creation of a new design framework that combines contemporary pedagogical models for the promotion of cultural heritage. At the same time, the scenario highlights the potential of digital educational escape rooms in enhancing motivation, active participation, and the growth of 21st-century skills, offering a paradigm that may be further enriched and expanded in the future through empirical application with student population.


