TY - GEN
T1 - AI in Educational Digital Escape Rooms
T2 - Poster papers and late breaking results, workshops and tutorials, practitioners, industry and policy track, doctoral consortium, blue sky and wideAIED papers presented at the 26th International Conference on Artificial Intelligence in Education, AIED 2025
AU - Swacha, Jakub
AU - Muszyńska, Karolina
AU - Fernandez, Jose Maria Font
AU - Arkün Kocadere, Selay
AU - Queirós, Ricardo
AU - Damaševičius, Robertas
AU - Maskeliūnas, Rytis
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025
Y1 - 2025
N2 - Artificial Intelligence (AI), in particular Generative Artificial Intelligence (GenAI), is a quickly developing field capable of revolutionizing educational digital escape rooms. Traditionally reliant on static content, these immersive environments have faced limitations in adaptability, replayability, and personalization. However, recent advancements in AI and GenAI enable dynamic puzzle generation, adaptive storytelling, and AI-driven non-player characters (NPCs) with agentic AI, allowing for highly responsive and personalized experiences. This paper reviews the state-of-the-art in integrating AI (with the focus on GenAI) into educational digital escape rooms, integrating interdisciplinary insights from cognitive science, game design, and machine learning, and showing how AI can improve engagement, scalability, and content diversity, but also indicates challenges related to ethical AI use, bias in algorithmic decision-making, and the need for robust evaluation frameworks to assess player satisfaction and learning outcomes.
AB - Artificial Intelligence (AI), in particular Generative Artificial Intelligence (GenAI), is a quickly developing field capable of revolutionizing educational digital escape rooms. Traditionally reliant on static content, these immersive environments have faced limitations in adaptability, replayability, and personalization. However, recent advancements in AI and GenAI enable dynamic puzzle generation, adaptive storytelling, and AI-driven non-player characters (NPCs) with agentic AI, allowing for highly responsive and personalized experiences. This paper reviews the state-of-the-art in integrating AI (with the focus on GenAI) into educational digital escape rooms, integrating interdisciplinary insights from cognitive science, game design, and machine learning, and showing how AI can improve engagement, scalability, and content diversity, but also indicates challenges related to ethical AI use, bias in algorithmic decision-making, and the need for robust evaluation frameworks to assess player satisfaction and learning outcomes.
KW - Artificial Intelligence
KW - Educational Escape Rooms
KW - GenAI
KW - Large Language Models
KW - Virtual Escape Rooms
UR - https://www.scopus.com/pages/publications/105012424182
U2 - 10.1007/978-3-031-99261-2_4
DO - 10.1007/978-3-031-99261-2_4
M3 - Conference contribution
AN - SCOPUS:105012424182
SN - 9783031992605
T3 - Communications in Computer and Information Science
SP - 47
EP - 60
BT - Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners, Doctoral Consortium, Blue Sky, and WideAIED - 26th International Conference, AIED 2025, Proceedings
A2 - Cristea, Alexandra I.
A2 - Walker, Erin
A2 - Lu, Yu
A2 - Santos, Olga C.
A2 - Isotani, Seiji
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 22 July 2025 through 26 July 2025
ER -