“EFFECTS OF ESCAPE ROOM ACTIVITIES IN IMPROVING ENGAGEMENT LEVEL
AND COMPUTATIONAL SKILLS IN GEOMETRY OF GRADE 7 STUDENTS”
JUNHET YLIONACE P. AVILA
MARJHEN S. DE LEON
KAMILA JOY A. FLORES
REA M. GABOY
An Undergraduate Thesis Presented to the Faculty of College of Education
Central Bicol State University of Agriculture - Sipocot
Sipocot, Camarines Sur
In partial Fulfillment of the Requirements for the Degree of
Bachelor of Secondary Education
Major in Mathematics
2025
CHAPTER I
INTRODUCTION
Mathematics, often described as the language of patterns, logic, and abstract
relationships has long been a cornerstone of education, providing a framework for
understanding and quantifying the world around us. Its power lies in its ability to unlock
complex concepts and solve intricate problems, shaping our understanding of
everything from the natural world to the intricacies of technology (Balakrishnan, 2023).
However, despite its fundamental importance, mathematics education faces a persistent
challenge which is fostering genuine engagement and developing strong computational
skills among students. Student disengagement in mathematics is a significant concern,
as it directly impacts academic performance. This underscores the importance of
educators adopting innovative and engaging teaching methods that fosters a dynamic
learning environment. By incorporating interactive activities, real-world applications, and
technology-based tools, teachers can create a more stimulating and enjoyable learning
experience, ultimately promoting both academic success and a positive attitude towards
mathematics.
Programme for International Student Assessment (PISA) 2022 results revealed a
concerning trend in mathematics proficiency among 15-year-olds globally, with 31% of
students performing below baseline proficiency levels. In the Philippines, only 16% of
students reached at least level 2 proficiency in mathematics, placing the country sixth to
the last among 81 participating nations. To address these concerns, the Philippine
Department of Education (DepEd) has encouraged the implementation of innovative
teaching strategies, including interactive learning and gamified activities. These
methods are being explored to improve engagement levels in secondary schools, as
traditional teaching approaches have been found insufficient in maintaining sustained
student interest, particularly in mathematics. These results highlight the need for
continued efforts to enhance mathematics education globally, focusing on engaging
learning experiences to improve proficiency levels and foster a positive attitude towards
mathematics.
The Philippines is looking for new ways to teach math, as students often struggle
with engagement and computational skills. Fredricks et al. (2016) argue that increasing
engagement is essential for students to overcome the difficulties they encounter in
subjects like mathematics. Studies by Hermans, Laenen, and Schrooten (2022) show
that using active learning strategies, such as escape rooms, can dramatically improve
students' engagement levels by making abstract concepts more relatable and
accessible. Game-based education initiatives, like the "Math Game Challenge," are also
gaining popularity, using games to reinforce math concepts and improve skills.
Organizations like PASTE are supporting these efforts, providing resources and training
for teachers. By embracing these innovative approaches, the Philippines can create a
more engaging and effective learning environment for students, leading to improved
engagement and computational skills in mathematics.
Escape rooms, initially popular as recreational activities, have found their way
into education, offering a unique and engaging learning experience (School Break,
2020). Engagement in mathematics is crucial for success, and gamified learning, like
escape rooms, can help students stay focused and motivated (Barradell & Bell, 2020).
Escape rooms can be designed to incorporate specific mathematical concepts, requiring
students to apply their knowledge in a practical and engaging way, leading to a deeper
understanding and improved computational skills. This hands-on approach offers a
refreshing alternative to traditional methods, addressing common issues of boredom
and disengagement in math classrooms.
While many gamified learning materials exist, this study focuses specifically on
the effects of escape rooms on Grade 7 students’ engagement and computational skills
in Geometry. This research adds to the growing body of knowledge on escape rooms as
a learning tool in mathematics, providing valuable insights for educators and
instructional material developers.
Statement of the Problem
This study primarily aimed to develop and determine the effects of escape room
activities effects of escape room activities in improving engagement level and
computational skills in Geometry of Grade 7 students for the school year 2024 - 2025.
1. What is the engagement level of Grade 7 students before and after the use of
escape room activities?
2. What are the computational skills of Grade 7 students before and after the use of
escape room activities?
3. Is there a significant difference in the engagement level and computational skills
before and after using escape room activities?
4. Is there a significant relationship in the engagement level and computational
skills before and after using escape room activities?
Objectives of the Study
The study aimed to develop and test the effects of escape room activities
in improving engagement level and computational skills in Geometry of Grade 7
students. Specifically, the following are the objectives:
1. To determine the engagement level of Grade 7 students before and after
the use of escape room activities;
2. To determine the computational skills of Grade 7 students before and after
the use of escape room activities;
3. To analyze the significant difference between the engagement level and
computational skills before and after using escape room activities;
4. To analyze the significant relationship between the engagement level and
computational skills before and after using escape room activities.
Significance of the Study
This study on the effects of escape room activities on Grade 7 students'
engagement and computational skills holds significant implications for various
stakeholders:
Instructional Material Developers. The findings will provide valuable insights
for developing engaging and effective instructional materials that incorporate
game-based learning elements. This research could inform the creation of escape
room-style learning modules that cater to the specific needs and interests of students,
fostering a more interactive and enjoyable learning experience.
Mathematics Teachers. This study offers practical strategies for teachers to
enhance their teaching practices and address the challenges of engaging students in
mathematics. The research findings can guide teachers in designing and implementing
escape room activities that align with curriculum objectives and promote deeper
understanding of mathematical concepts.
Students. The study directly benefits students by providing them with a unique
and engaging learning experience. Escape rooms offer a fun and collaborative
approach to learning, potentially increasing student motivation, interest, and ultimately,
their understanding of mathematical concepts.
Future Researchers. This research serves as a foundation for future studies
exploring the effectiveness of game-based learning, particularly escape room activities,
in various educational contexts. The findings can inform future research questions,
methodologies, and potential areas for further investigation, contributing to a growing
body of knowledge on the impact of game-based learning on student outcomes.
Scope and Limitation of the Study
This study aims to investigate the effects of escape room activities on the
engagement levels and computational skills of Grade 7 students in Geometry at Central
Bicol State University of Agriculture. The research will focus on a single group of
students and utilize pre- and post-test surveys and test scores to measure their
engagement and computational skills. However, the study is limited by its single-group
design, which does not allow for a control group comparison, and its focus on Geometry
subject, potentially limiting the generalization of findings to other subjects or educational
contexts. Furthermore, the study's reliance on pre- and post-test data may not capture
the full spectrum of student engagement and learning experiences. Despite these
limitations, the study provides valuable insights into the potential benefits of escape
room activities for enhancing student engagement and computational skills in Geometry.
Theoretical Framework
This study was anchored to the following theories: Experiential Learning Theory
(Kolb, 1984), Constructivism (Piaget, 1970; Vygotsky, 1978), Cooperative Learning
(Johnson & Johnson, 1994), Discovery and Inquiry-Based Learning (Bruner, 1961) and
Reflective Learning (Schön, 1983).
Experiential Learning Theory, Kolb (1984) emphasizes the significance of
active, hands-on learning experiences. Escape rooms, as described by Dk Nurul Najiah
Pg Abu Bakar, Shahrill, and Zakariya (2023), create an immersive and engaging
environment where students participate in problem-solving activities that require them to
apply knowledge, particularly in mathematics. This aligns with Kolb's learning cycle,
which involves four stages: concrete experience, reflective observation, abstract
conceptualization, and active experimentation.
Escape rooms offer students a concrete experience by immersing them in
real-world-like scenarios where they apply geometric concepts such as calculating
angles, area, and volume. By engaging in these tasks, students experiment with
different problem-solving strategies, reflect on the results, and develop a deeper
understanding of geometry. Research shows that such active involvement significantly
enhances students’ engagement and motivation. However, to ensure all students
benefit equally, facilitators must provide differentiated tasks or scaffold support to
address varying learning needs.
Constructivism, according to Piaget (1970) and Vygotsky (1978) learners
actively construct knowledge through interaction with their environment. In the context
of escape rooms, students solve puzzles and apply geometric concepts (e.g., symmetry,
transformations, and spatial reasoning) in collaboration with peers. This process aligns
with Vygotsky’s Zone of Proximal Development (ZPD), which posits that learners
achieve higher levels of understanding through guided support and peer collaboration.
Escape rooms, with their collaborative and interactive nature, enable students to
co-construct knowledge by leveraging their peers’ insights and applying mathematical
thinking in a social context. For instance, a group solving a puzzle that involves
geometric transformations actively builds their understanding through shared dialogue
and problem-solving. Facilitators can optimize this process by carefully managing group
dynamics and ensuring equitable participation, particularly when students have different
ability levels.
Cooperative Learning, Johnson & Johnson (1994) emphasizes the benefits of
collaborative group work. Escape rooms naturally foster cooperative learning
environments, where students must communicate, share ideas, and work together
toward solving complex tasks, such as determining shapes' dimensions or calculating
areas. As highlighted by Dk Nurul Najiah Pg Abu Bakar, Shahrill, and Zakariya (2023),
escape rooms encourage teamwork and improve group dynamics, which are crucial for
engaging students in learning.
The cooperative aspect of escape rooms is especially beneficial in geometry, as
students must collectively solve problems that require multiple perspectives and
approaches to arrive at a solution. For example, one student might excel in visualizing
spatial relations while another is strong in performing calculations. The escape room
setting ensures that each student’s strengths are utilized, promoting a shared
responsibility for learning. However, facilitators must monitor interactions to ensure that
group roles are balanced, so that each member has an opportunity to contribute.
Discovery and Inquiry-Based Learning, Bruner, (1961) highlights the value of
student exploration and investigation in learning. Escape rooms encourage this type of
learning by prompting students to discover geometric principles through puzzles and
riddles that require critical thinking and the application of computational skills. For
instance, students might need to use formulas for calculating area, volume, or angle
measures to solve a puzzle, thus engaging deeply with mathematical content. As
students explore different strategies to find solutions, they develop a more profound
understanding of the concepts at hand.
Research by Dk Nurul Najiah Pg Abu Bakar, Shahrill, and Zakariya (2023)
supports the notion that escape rooms foster inquiry-based learning by allowing
students to investigate problems, experiment with solutions, and apply their
mathematical knowledge in a hands-on manner. However, facilitators should ensure that
the puzzles and tasks are appropriately challenging to prevent frustration or
disengagement, particularly when dealing with complex geometric computations.
Reflective Learning, Schön (1983) emphasizes the importance of
self-assessment and metacognition. Escape rooms offer students opportunities to
reflect on their problem-solving processes during post-activity debriefing sessions.
These sessions are crucial for enhancing students' ability to evaluate their approaches,
identify strengths and weaknesses, and adjust their strategies for future learning
situations. In the context of geometry, this reflective process allows students to critically
assess how effectively they applied computational skills to solve geometric problems.
For example, after completing an escape room challenge that involved calculating the
area or volume of a shape, students can reflect on the accuracy of their methods and
consider alternative strategies for solving similar problems in the future. Structured
debriefing questions, guided by facilitators, can ensure that students engage in
meaningful reflection rather than merely recounting their experiences without critical
analysis.
Figure 1. Theoretical Paradigm
Conceptual Framework
This conceptual framework aims to explain the effects of escape room activities
in improving engagement level and computational skills in Geometry of Grade 7
students for the academic year 2024 – 2025.
This part of the paper shows the Input, Process, and Output of the study.
Input. The input of the study includes the engagement level of Grade 7 students
before and after the use of escape room activities; and the computational skills of the
respondents before and after the use of escape room activities. Additionally, the
significant difference and relationship in the engagement level and computational skills
before and after the use of escape room activities.
Process. It involves the pre-experimental phase which includes the preparation
and validation of the table of specification (TOS), test questionnaire, survey
questionnaire, lesson guide, and the escape room activities, and conduct of pre-test,
post test, survey questionnaire. Also, one hour session for conducting of pre-test,
post-test and survey questionnaire, and the introduction of escape room activities under
the preliminary phase will be done. The experimental phase includes the integration of
the escape room activities in the learning process and the post-experimental phase
which includes the statistical treatment, analysis, and interpretation of data.
Output. The study will identify the effects of using escape room activities in
improving the engagement level and computational skills of Grade 7 students.
EFFECTS OF ESCAPE ROOM ACTIVITIES IN IMPROVING ENGAGEMENT LEVEL
AND COMPUTATIONAL SKILLS IN GEOMETRY OF GRADE 7 STUDENTS
Figure 2. Conceptual Paradigm
Definition of terms
The following terms used in this study were defined operationally for clarity and
understanding.
Computational Skills. This refers to the students' proficiency in performing
mathematical calculations and applying mathematical concepts to solve problems. The
researchers will assess computational skills by examining students' ability to solve
Geometry problems and their understanding of geometric concepts.
Effects. In this context, "effects" refer to the changes or impacts that escape
room activities have on Grade 7 students' engagement levels and computational skills in
Geometry. The researchers are interested in determining if there are any positive or
negative changes in these areas after students participate in escape room activities.
Engagement Level. This refers to the level of interest, motivation, and active
participation that students demonstrate during their learning experience. The
researchers will measure engagement using survey questionnaire assessing factors like
student focus, participation, and enjoyment during the escape room activities.
Escape Room Activities. These are interactive and immersive learning
experiences that involve students working together to solve puzzles and challenges
within a specific time limit to "escape" a themed room. The escape room activities in this
study will be designed to incorporate elements of Geometry, requiring students to apply
their knowledge and skills to solve problems and complete tasks within the escape room
setting.
Grade 7 Students. This refers to the specific group of students targeted in the
study, who are enrolled in the seventh grade at Central Bicol State University of
Agriculture. The researchers are specifically interested in understanding how escape
room activities affect this particular age group.
CHAPTER II
METHODOLOGY
The study aimed to develop and test the effects of escape room activities in
improving engagement level and computational skills of Grade 7 students. This chapter
presents and describes the research methodology and procedures employed in
conducting research. It includes research design, research method, data gathering
procedure, and statistical treatment. All of which played roles in conducting research
data.
Research Design
This study will utilize a mixed-methods approach, qualitative and quantitative
pre-experimental design, specifically a single-group pretest-posttest design,
complemented by descriptive, comparative, and correlation methods. The main aim was
to examine the effect of Escape Room activities on the engagement levels and
computational skills in Geometry among Grade 7 students. Through the descriptive
approach, the study will assess students' computational skills in Geometry before and
after participating in Escape Room activities, which involved solving problems, applying
geometric concepts, and engaging in interactive tasks. It will also examine students'
levels of engagement, focusing on aspects like participation and quality of work.
The comparative method will be use to determine whether there was a significant
difference in students’ performance and engagement levels based on their pre-test and
post-test scores, as well as pre- and post-survey responses. Additionally, the correlation
method was employed to explore the relationship between students' engagement and
computational performance in Geometry before and after the Escape Room activities
Research Method
This study will be conducted at the Central Bicol State University of Agriculture -
Sipocot. The research study will begin by identifying all Grade 7 students currently
enrolled for the school year 2024-2025.
Grade 7-Molave are bona fide students of Laboratory High School of
CBSUA-Sipocot for the school year 2024-2025 enrolled in Geometry 7. They are
composed of 52 students, who need to be provided with comprehensive and interactive
learning materials through intervention.
This study will employ a rigorous pre-experimental phase to prepare and validate
the research instruments. A table of specifications, test questionnaire, survey
questionnaire, and lecture guide will be developed and validated by experts for content
accuracy. The reliability of the survey questionnaire will be assessed using Cronbach's
alpha. A preliminary phase will involve administering pre-tests, post-tests, pre-surveys,
and post-surveys over a three-hour period. These questionnaires will be designed to
measure participants' computational skills and engagement in Geometry before and
after the implementation of Escape Room Activities. Pre-tests and pre-surveys will be
administered in person before introducing Escape Room Activities.
The experimental phase will commence with a brief introduction to Escape Room
Activities, followed by an 18-hour instructional session incorporating these activities
within the designated schedule. Post-tests and post-surveys will be conducted
face-to-face after the implementation of Escape Room Activities. The collected data will
be analyzed using frequency counts, percentages, mean and standard deviation,
weighted mean, paired t-test, Cohen's d, and Pearson's r to determine the impact of
Escape Room Activities on computational skills and engagement in Geometry among
Grade 7 students.
Data Gathering Procedure
To ensure the reliability and validity of the collected data, this study will follow a
rigorous protocol. The researchers will first obtain approval from the research adviser,
research instructor, and panelists by submitting communication letters outlining the
study's objectives and methodology.
The pre-experimental phase will involve developing and validating instruments,
including a table of specifications aligned with the K to 12 Mathematics Curriculum
Guide (2016) and Bloom's Revised Taxonomy (2001), a 50-item test questionnaire, and
a survey questionnaire adapted from Agricula et al. (2024). These instruments will be
reviewed and validated by experts.
Following validation and approval, the experimental phase will begin with an
introductory session familiarizing students with Escape Room Activities and their
application in the Geometry classroom. An 18-hour series of lessons utilizing Escape
Room Activities will then be conducted to actively engage students in solving Geometry
problems and enhancing their computational skills.
After the intervention, post-tests and post-surveys will be administered to assess
changes in students' computational skills and engagement levels. Data analysis will
involve frequency counts, percentages, means, standard deviations, weighted means,
paired t-tests, Cohen's d, and Pearson's r to analyze differences and relationships
between pre-and post-intervention scores and responses.
This comprehensive approach will provide a thorough examination of the effects
of Escape Room Activities on Grade 7 students' computational skills and engagement in
Geometry.
Statistical Treatment of Data
This study employed appropriate statistical treatments to analyze the data that
will be collected from Grade 7 students in Geometry. Microsoft Excel will be use to
compute frequency counts, percentages, standard deviations and, weighted means
while SPSS will be use for Paired T-tests, Cohen's d, and Pearson's r.
Frequency Count, Percentage, Mean, and Standard Deviation will be use to
analyze pre-test and post-test results, providing a quantifiable measure of students'
computational skills before and after the implementation of Escape Room Activities.
The engagement of Grade 7 students during the Escape Room Activities-assisted
lessons will be analyzed using weighted means, offering a numerical representation of
average engagement levels before and after the intervention.
The Paired T-test will be use to determine if there is a significant difference in
students' computational skills and engagement in Geometry using the pre-test and
post-test results. This test will analyze the mean scores of each participant before and
after the intervention to identify significant improvements or declines. Cohen's d will be
used to measure the effect size of Escape Room Activities on student performance and
engagement, ensuring that any observed differences are substantial.
Pearson's r will be use to examine the relationship between computational skills
and engagement levels before and after the implementation of Escape Room Activities.
This analysis will compare the mean scores of each participant before and after the
intervention to identify significant correlations between computational skills and
engagement levels.
These statistical treatments provided a thorough and reliable interpretation of the
effect of Escape Room Activities on the computational skills and engagement level of
Grade 7 students in Geometry.