{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,1]],"date-time":"2026-04-01T09:11:36Z","timestamp":1775034696625,"version":"3.50.1"},"reference-count":83,"publisher":"MDPI AG","issue":"1","license":[{"start":{"date-parts":[[2024,1,16]],"date-time":"2024-01-16T00:00:00Z","timestamp":1705363200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Computers"],"abstract":"<jats:p>A significant volume of literature has extensively reported on and presented the benefits of employing escape classroom games (ECGs), on one hand, and on augmented reality (AR) in English language learning, on the other. However, there is little evidence on how AR-powered ECGs can enhance deep and meaningful foreign language learning. Hence, this study presents the design, development and user evaluation of an innovative augmented reality escape classroom game created for teaching English as a foreign language (EFL). The game comprises an imaginative guided group tour around the Globe Theatre in London that is being disrupted by Shakespeare\u2019s ghost. The game was evaluated by following a qualitative research method that depicts the in-depth perspectives of ten in-service English language teachers. The data collection instruments included a 33-item questionnaire and semi-structured interviews. The findings suggest that this escape game is a suitable pedagogical tool for deep and meaningful language learning and that it can raise cultural awareness, while enhancing vocabulary retention and the development of receptive and productive skills in English. Students\u2019 motivation and satisfaction levels toward language learning are estimated to remain high due to the game\u2019s playful nature, its interactive elements, as well as the joyful atmosphere created through active communication, collaboration, creativity, critical thinking and peer work. This study provides guidelines and support for the design and development of similar augmented reality escape classroom games (ARECGs) to improve teaching practices and foreign language education.<\/jats:p>","DOI":"10.3390\/computers13010024","type":"journal-article","created":{"date-parts":[[2024,1,16]],"date-time":"2024-01-16T04:03:30Z","timestamp":1705377810000},"page":"24","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":24,"title":["Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning"],"prefix":"10.3390","volume":"13","author":[{"given":"Angeliki","family":"Voreopoulou","sequence":"first","affiliation":[{"name":"Department of Computer Science, International Hellenic University, 65404 Kavala, Greece"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-9162-8340","authenticated-orcid":false,"given":"Stylianos","family":"Mystakidis","sequence":"additional","affiliation":[{"name":"Department of Computer Science, International Hellenic University, 65404 Kavala, Greece"},{"name":"School of Natural Sciences, University of Patras, 26504 Rion, Greece"}]},{"given":"Avgoustos","family":"Tsinakos","sequence":"additional","affiliation":[{"name":"Department of Computer Science, International Hellenic University, 65404 Kavala, Greece"}]}],"member":"1968","published-online":{"date-parts":[[2024,1,16]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"224","DOI":"10.46328\/ijtes.176","article-title":"A Systematic Literature Review towards the Research of Game-Based Learning with Augmented Reality","volume":"5","author":"Alper","year":"2021","journal-title":"Int. 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