Review

A Review of Game-Based Learning in Higher Education: Exploring Escape-Room Methodologies in Educational Settings

Sui Ling Janet Tan2★, Intan Nurul Annisha Binti Suhaili3★, Siti Nur Maisarah Binti Adnan3★, Nor Syahira Binti A Ham Suri3★, Ahmad Nabil Mukhlis Bin Ahmad Zaky3★★ Corresponding author

  1. 1Department of Pharmaceutical Technology, Faculty of Pharmacy, Universiti Malaya, Kuala Lumpur, MALAYSIA.
  2. 2Pharmacy Education and Pedagogy Research Group (PEERS), Faculty of Pharmacy, Universiti Malaya, Kuala Lumpur, MALAYSIA.
  3. 3Faculty of Pharmacy, Universiti Malaya, Kuala Lumpur, MALAYSIA.

CORRESPONDENCE

Sui Ling Janet Tan

Department of Pharmaceutical Technology, Faculty of Pharmacy, Universiti Malaya, Kuala Lumpur, MALAYSIA.

janet.tan@um.edu.my

Received: 23-05-2025; Revised: 01-07-2025; Accepted: 19-08-2025.

Volume 60, Issue 1 · pp. 28–36 · PUBLISHED 2026 · DOI: 10.5530/ijper.20261516

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ABSTRACT

Conventional teaching approaches that lack interactive techniques may hinder the effectiveness of knowledge acquisition and student engagement. Innovative teaching approaches are essential to engage with tech-savvy Generation Z students. Game-based concepts, particularly educational escape rooms are gaining attention as effective teaching tools in higher education. This review explores the development and implications of educational escape rooms in terms of student knowledge, engagement, problem-solving skills, and teamwork. Studies showed that it is evident that educational escape rooms exhibit positive impacts towards the students’ learning, attributed to increased motivation, satisfaction, and peer learning. Notably, escape rooms facilitate a shift from traditional didactic methods to more interactive and immersive learning experiences. Despite the promising outcomes, further research is necessary to further refine the design and maximise the impact of the educational escape room. This review provides valuable insights for educators and researchers, highlighting the potential of educational escape rooms to transform higher education and suggesting directions for future research.

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    Tan, S. L. J., Suhaili, I. N. A. B., Adnan, S. N. M. B., Suri, N. S. B. A. H., & Zaky, A. N. M. B. A. (2026). A Review of Game-Based Learning in Higher Education: Exploring Escape-Room Methodologies in Educational Settings. Indian Journal of Pharmaceutical Education and Research, 60(1), 28–36. https://doi.org/10.5530/ijper.20261516