Escape Room as an Innovative strategy for assessing physical fitness in Secondary Education students
DOI:
https://doi.org/10.47197/retos.v82.117472Keywords:
Escape room , gamification, high school education, motivation, physical fitnessAbstract
Introduction: fitness tests are a common resource in Physical Education but are often perceived negatively by students due to their evaluative and competitive nature. Gamification, and particularly Escape Rooms, have emerged as innovative methodologies capable of creating more motivating and meaningful experiences.
Objective: to analyze the impact of an Escape Room designed for performing fitness tests on the satisfaction of basic psychological needs and the overall perception of High School students.
Methodology: a quasi-experimental, descriptive, and cross-sectional design was conducted with 89 10th-grade students from a public secondary school. The intervention consisted of a one-session Escape Room in which fitness tests were embedded within the game dynamics. Motivation was assessed through the Spanish version of the BPNES scale and an ad hoc questionnaire with closed and open-ended questions.
Results: mean scores were high in autonomy and relatedness, and moderate in competence. The global BPNES score was above 4 (scale 1–5). Most students reported high levels of satisfaction and perceived usefulness and expressed willingness to repeat the experience. The qualitative analysis highlighted categories related to learning, self-awareness, and motivation
Discussion: findings are consistent with previous studies that demonstrated the positive effect of gamified methodologies on student motivation and perceptions of fitness testing. Narrative and teamwork emerged as key factors for transforming evaluation into a formative experience.
Conclusions: implementing an Escape Room is an effective alternative to enhance the perception and educational meaning of fitness tests in Secondary Education, promoting motivation and the development of curricular competences.
References
Bagheri, L., & Milyavskaya, M. (2020). Novelty–variety as a candidate basic psychological need: New evidence across three studies. Motivation and Emotion, 44(1), 32–53. https://doi.org/10.1007/s11031-019-09807-4
Baptista, G., & Oliveira, T. (2019). Gamification and serious games: A literature meta-analysis and inte-grative model. Computers in Human Behavior, 92, 306-315. https://doi.org/10.1016/j.chb.2018.11.030
Cain, J. (2019). Exploratory implementation of a blended format escape room in a large‑enrollment pharmacy management class. Currents in Pharmacy Teaching and Learning, 11(1), 44–50. https://doi.org/10.1016/j.cptl.2018.09.010
Cairney, J., Dudley, D., Kwan, M., Bulten, R., & Kriellaars, D. (2019). Physical literacy, physical activity and health: Toward an evidence‑informed conceptual model. Sports Medicine, 49(3), 371–383. https://doi.org/10.1007/s40279-019-01063-3
Cale, L., & Harris, J. (2009). Fitness testing in physical education—A misdirected effort in the promotion of healthy active lifestyles? Physical Education and Sport Pedagogy, 14(1), 89–108. https://doi.org/10.1080/17408980701345782
Castañeda‑Vázquez, C., Espejo‑Garcés, T., Zurita‑Ortega, F., & Fernández‑Revelles, A. B. (2019). Physical education teacher training program through gaming, ICT and continuous assessment. Revista Euroamericana de Ciencias del Deporte, 8(2), 55–64. https://doi.org/10.6018/sportk.391751
Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum.
Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self‑determination in person-ality. Journal of Research in Personality, 19(2), 109–134. https://doi.org/10.1016/0092-6566(85)90023-6
Deci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in education: Reconsidered once again. Review of Educational Research, 71(1), 1–27. https://doi.org/10.3102/00346543071001001
Dishman, R. K., Motl, R. W., Saunders, R., Felton, G., Ward, D. S., Dowda, M., & Pate, R. R. (2005). Enjoy-ment mediates effects of a school-based physical-activity intervention. Medicine & Science in Sports & Exercise, 37(3), 478–487. https://doi.org/10.1249/01.MSS.0000155391.62733.A7
Domínguez-Lara, S. (2018). Effect size, a quick guide. Educación Médica, 19(4), 251–254. https://doi.org/10.1016/j.edumed.2017.07.002
Fernández-Río, J., de las Heras, E., González, T., Trillo, V., & Palomares, J. (2020). Gamification and phys-ical education. Viability and preliminary views from students and teachers. Physical Education & Sport Pedagogy, 25(5), 509-524. https://doi.org/10.1080/17408989.2020.1743253
Flores-Aguilar, G., Prat-Grau, M., Fernández-Gavira, J., & Muñoz-Llerena, A. (2023). "I Learned More Because I Became More Involved": Teacher's and Students' Voice on Gamification in Physical Education Teacher Education. International Journal of Environmental Research and Public Health, 20(4), 3038. https://doi.org/10.3390/ijerph20043038
Fotaris, P., & Mastoras, T. (2022). Room2Educ8: A framework for creating educational escape rooms based on design thinking principles. Education Sciences, 12(11), 768. https://doi.org/10.3390/educsci12110768
Gallardo-Fuentes, F., López-Pastor, V. M., Martínez-Angulo, C., & Carter-Thuillier, B. (2020). Evaluación formativa en educación física y atención a la diversidad. Magis. Revista Internacional de Inves-tigación en Educación, 12(25), 169–186. https://doi.org/10.11144/Javeriana.m12-25.efef
García‑González, L., Sevil‑Serrano, J., Abós, Á., Aelterman, N., & Haerens, L. (2019). The role of task and ego‑oriented climate in explaining students' bright and dark motivational experiences in physi-cal education. Physical Education and Sport Pedagogy, 24(4), 344–358. https://doi.org/10.1080/17408989.2019.1592145
González‑Cutre, D., Sicilia, A., Sierra, A. C., Ferriz, R., & Hagger, M. S. (2016). Understanding the need for novelty from the perspective of self‑determination theory. Personality and Individual Differ-ences, 102, 159–169. https://doi.org/10.1016/j.paid.2016.06.036
González‑Cutre, D., Romero‑Elías, M., Jiménez‑Loaisa, A., Beltrán‑Carrillo, V. J., & Hagger, M. S. (2020). Testing the need for novelty as a candidate need in basic psychological needs theory. Motivation and Emotion, 44(2), 295–314. https://doi.org/10.1007/s11031-019-09812-7
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic perfor-mance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019
Huotari, K., & Hamari, J. (2012). Defining gamification: A service marketing perspective. Proceedings of the 16th International Academic MindTrek Conference, 17–22. https://doi.org/10.1145/2393132.2393137
Legaki, N. Z., Xi, N., Hamari, J., Karpouzis, K., & Assimakopoulos, V. (2020). The effect of challenge-based gamification on learning: An experiment in the context of statistics education. International Journal of Human–Computer Studies, 144, 102496. https://doi.org/10.1016/j.ijhcs.2020.102496
Leisterer, S., & Jekauc, D. (2019). Students’ emotional experience in physical education—A qualitative study for new theoretical insights. Sports, 7(1), 10. https://doi.org/10.3390/sports7010010
Li, L., Chen, H., & Su, C. (2024). Gamification enhances student intrinsic motivation, perceptions of au-tonomy and relatedness: A meta‑analysis and systematic review. Educational Technology Re-search and Development, 72, 765-796. https://doi.org/10.1007/s11423-023-10337-7
López‑Pernas, S. (2023). Educational escape rooms are effective learning activities across educational levels and contexts: A meta‑analysis. IEEE Transactions on Learning Technologies, 17, 711-724. https://doi.org/10.1109/TLT.2023.3328913
Martínez‑Cal, J., Sandoval-Hernández, I., Ropero-Padilla, C., Rodríguez-Arrastia, M., González-Sánchez, M., & Molina-Torres, G. (2024). An escape room game-based innovation for the assessment of physiotherapy students: A qualitative study. Studies in Educational Evaluation, 81, 101331. https://doi.org/10.1016/j.stueduc.2024.101331
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of indi-vidual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
Molina-Torres, G., Sandoval-Hernández, I., Ropero-Padilla, C., Rodríguez-Arrastia, M., Martínez-Cal, J., & González-Sánchez, M. (2021). Escape room vs. traditional assessment in physiotherapy stu-dents’ anxiety, stress and gaming experience: A comparative study. International Journal of En-vironmental Research and Public Health, 18(23), 12778. https://doi.org/10.3390/ijerph182312778
Moreno‑Murcia, J. A., González‑Cutre, D., Chillón, M., & Parra, N. (2008). Adaptación a la Educación Físi-ca de la escala de medida de las necesidades psicológicas básicas en el ejercicio. Revista Mexica-na de Psicología, 25(2), 295–303.
Navarro-Mateos, C., & Pérez-López, I. J. (2022). El escape room como estrategia didáctica en el Máster de Profesorado. Retos, 44, 221–231. https://doi.org/10.47197/retos.v44i0.91035
Ntoumanis, N. (2001). A self‑determination approach to the understanding of motivation in physical education. British Journal of Educational Psychology, 71(2), 225–242. https://doi.org/10.1348/000709901158497
Otzen, T., & Manterola, C. (2017). Técnicas de muestreo sobre una población a estudio. International Journal of Morphology, 35(1), 227–232. https://doi.org/10.4067/S0717-95022017000100037
Pate, R. R., Davis, M. G., Robinson, T. N., Stone, E. J., McKenzie, T. L., & Young, J. C. (2006). Promoting physical activity in children and youth: A leadership role for schools. Circulation, 114(11), 1214–1224. https://doi.org/10.1161/CIRCULATIONAHA.106.177052
Pérez‑López, I. J., Rivera García, E., & Trigueros Cervantes, C. (2017). The prophecy of the chosen ones: An example of gamification applied to university teaching. Revista Internacional de Medicina y Ciencias de la Actividad Física y del Deporte, 17(66), 243–260. https://doi.org/10.15366/rimcafd2017.66.003
Quintas, A., Bustamante, J. C., Pradas, F., & Castellar, C. (2020). Psychological effects of gamified didac-tics with exergames in physical education at primary schools: Results from a natural experi-ment. Computers & Education, 152, 103874. https://doi.org/10.1016/j.compedu.2020.103874
Robertson, J., Jepson, R., Macvean, A., & Gray, S. (2016). Understanding the importance of context: A qualitative study of a location‑based exergame to enhance school children’s physical activity. PLOS ONE, 11(8), e0160927. https://doi.org/10.1371/journal.pone.0160927
Ross, B., Jones, R., & Deerness, S. (2007). The role of fitness testing in physical education. Journal of Physical Education New Zealand, 40(1), 22–23.
Ruiz, J. R., Castro-Piñero, J., Artero, E. G., Ortega, F. B., Sjöström, M., Suni, J., & Castillo, M. J. (2011). Health-related fitness assessment in childhood and adolescence: A European approach based on the ALPHA health-related fitness test battery. British Journal of Sports Medicine, 45(6), 518–524. https://doi.org/10.1136/bjsm.2010.075341
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self‑determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements. Computers in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.chb.2016.12.033
Sánchez-Oliva, D., Leo, F. M., Amado, D., Cuevas, R., & García-Calvo, T. (2013). Desarrollo y validación del cuestionario de apoyo a las necesidades psicológicas básicas en Educación Física. Motricid-ad. European Journal of Human Movement, 30, 53-71.
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human–Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Sevilla-Sánchez, M., Dopico Calvo, X., Morales, J., Iglesias-Soler, E., Fariñas, J., & Carballeira, E. (2023). Gamification in Physical Education: Evaluation of impact on motivation and motor learning. Retos, 47, 87-95. https://doi.org/10.47197/retos.v47.94686
The Jamovi Project. (2023). Jamovi (Versión 2.4) [Software]. https://www.jamovi.org
Veldkamp, A., van de Grint, L., Knippels, M.‑C., & van Joolingen, W. (2020). Escape education: A system-atic review on escape rooms in education. Educational Research Review, 31, 100364. https://doi.org/10.1016/j.edurev.2020.100364
Violero Mellado, J., Segovia, Y., Redondo-Tébar, A., Sánchez-López, M., Bermejo-Cantarero, A., Navarro-Martínez, Ó., Ruiz-Hermosa, A., Díez-Fernández, A., & Visier-Alfonso, M. E. (2025). Escape Room: ¡Sé inteligente, Muévete!: Una propuesta didáctica para conocer los efectos del ejercicio físico en la salud mental y cerebral en Educación Primaria. Retos, 63, 191–205. https://doi.org/10.47197/retos.v63.109017
White, R. L., Babic, M., Bennie, A., & Taylor, N. (2025). Student experiences of fitness testing in physical education: The role of self-concept. Health Education Journal, 84(6), 637–648. https://doi.org/10.1177/00178969251330862
Zheng, W., Yuan, Y., & Chen, P. (2023). The relationship between physical fitness and perceived well‑being, motivation, and enjoyment in Chinese adolescents during Physical Education: A pre-liminary cross‑sectional study. Children, 10(1), 111. https://doi.org/10.3390/children10010111
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Ismael Ballesta-García

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and ensure the magazine the right to be the first publication of the work as licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of authorship of the work and the initial publication in this magazine.
- Authors can establish separate additional agreements for non-exclusive distribution of the version of the work published in the journal (eg, to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Is allowed and authors are encouraged to disseminate their work electronically (eg, in institutional repositories or on their own website) prior to and during the submission process, as it can lead to productive exchanges, as well as to a subpoena more Early and more of published work (See The Effect of Open Access) (in English).
This journal provides immediate open access to its content (BOAI, http://legacy.earlham.edu/~peters/fos/boaifaq.htm#openaccess) on the principle that making research freely available to the public supports a greater global exchange of knowledge. The authors may download the papers from the journal website, or will be provided with the PDF version of the article via e-mail.