Building Bridges: A Collaborative Pipeline for Educational Game Creation

Authors

  • Markus Petz University of Applied Sciences Technikum Wien
  • Lukas Schnabel University of Applied Sciences Technikum Wien
  • Fabian Wagner University of Applied Sciences Technikum Wien
  • Jürgen Konrad University of Applied Sciences Technikum Wien
  • Eva Hüll University of Applied Sciences Technikum Wien
  • Miran Jank University of Applied Sciences Technikum Wien
  • Fares Kayali University of Vienna

DOI:

https://doi.org/10.34190/ecgbl.20.2.5414

Keywords:

educational escape room, participatory design, STEM education, iterative game design, focus groups, project based learning

Abstract

This paper introduces a collaborative participatory design pipeline that connects subject‑matter experts (SMEs), game designers, students, and educators to co‑create classroom‑feasible educational games. We demonstrate this process through DIETER (DIgital EducaTional Escape Room), a modular Educational Escape Room (EER) composed of short, tablet‑ready mini‑games designed to foster STEM competencies in upper secondary education. These types of games are particularly well-suited because students have to work together, learning becomes interactive, and they connect academic concepts with practical challenges. We began by collecting data on students’ gaming behaviour and hardware preferences to provide a basis for realistic design decisions for school contexts. In parallel, a group of SMEs (lecturers at the University of Applied Sciences Technikum Wien) identified STEM topics suitable for game‑based learning and, in co‑design workshops, translated priority topics into actionable mini‑game concepts including constraints and learning outcomes. These design prompts were then handed to game design students in the bachelor’s program in computer science as authentic briefs across two courses, encouraging creativity while maintaining curricular alignment. The students carried out the game design and production process and iterated prototypes under real‑world constraints. As part of the participatory process, we also conducted a full‑day workshop with our partner school (Hertha Firnberg Schools for Business and Tourism, upper secondary level). During this session, students were introduced to the basics of game development and engaged in creative ideation activities such as brainstorming and the collective notebook method. These activities generated additional mini‑game ideas and provided deeper insights into students’ interests, expectations, and play preferences, helping to design age-appropriate and engaging educational game concepts. To validate classroom practicality and pedagogical usefulness, we conducted validation workshops with lecturers at the University of Applied Sciences Technikum Wien. In these sessions, participants playtested the resulting prototypes and collaboratively refined gameplay, scaffolding, and reflection prompts — focusing on feasibility (time, setup, group work), fit with lesson phases, and the requirements for meaningful reflection and knowledge transfer.

Author Biographies

Lukas Schnabel, University of Applied Sciences Technikum Wien

Mag. Lukas Schnabel is a lecturer and student support professional at FH Technikum Wien and the University of Vienna, Austria. He teaches in the field of digital learning environments and supports students in matters related to equality, accessibility and inclusion. His work focuses on digital teaching and learning, inclusive higher education, student support, and the design of accessible learning spaces.

Fabian Wagner, University of Applied Sciences Technikum Wien

Fabian Wagner is a researcher and lecturer at Technikum Wien, Austria. He received his MSc from FH Salzburg in 2019. Originally from Salzburg, he is involved in teaching and applied research in the fields of interactive media and emerging technologies. His main areas of expertise include mixed reality, virtual reality, augmented reality, and gaming, with a particular focus on the design and development of immersive and interactive applications.

Jürgen Konrad, University of Applied Sciences Technikum Wien

Jürgen Konrad is a lecturer and researcher at UAS Technikum Wien, Austria. He received his Master of Science in Engineering (Game Engineering & Simulation) from UAS Technikum Wien, Austria, in 2014 and is currently pursuing his PhD in Electrical and Computer Engineering at UTAD, Portugal. His work focuses on the design and development of educational serious games, with a particular emphasis on game design methodologies, motivation, and learning in interactive systems.

Eva Hüll, University of Applied Sciences Technikum Wien

Eva Hüll is a lecturer and researcher at UAS Technikum Wien, Austria. She received her Master of Education (MEd) in Secondary Teacher Education, Subjects Mathematics and Chemistry, from University of Vienna in 2022. She teaches mathematics across a wide range of degree programs and is involved in the development and continuous improvement of courses. Her main areas of expertise include mathematics and chemistry education, didactic design and development of teaching and learning materials in higher education.

Miran Jank, University of Applied Sciences Technikum Wien

Miran Jank is a lecturer and researcher at UAS Technikum Wien, Austria. He received his Bachelor of Science in Media Informatics from TU Vienna, Austria, in 2023 and is currently pursuing his MSc in Media and Human-Centered Computing there. While his professional work at FHTW focuses on extended reality and game development, his academic research centers on developing guidelines and best practices for cross-platform development, as well as evaluation the benefits of cross-reality gaming.

Fares Kayali, University of Vienna

Fares Kayali is full professor of digital education and learning at the Centre for Teacher Education at the University of Vienna. He is founder of the Computational Empowerment Lab, co-founder of the Positive Impact Games Lab and principal investigator of a number of projects situated at the intersection of design, people and technology. His research interests are situated in informatics, education, arts and HCI with a broad spectrum covering digital learning, teacher education, health care technology, game design and gamification, as well as music computing and interactive art. 

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Published

2026-09-28