Physical, Hybrid, and Digital Escape Rooms
Contemporary society has demanded innovative solutions for the uncertainties that the COVID-19 pandemic has imposed in our educational system. Gamification has long demonstrated that students' active engagement provides positive results if taken into account in the design of the educational strategies. One of the innovative solutions that this chapter proposes through the use of gamification is the tool of educational escape rooms. In order to do this, it provides three study cases implemented in the ESL classroom and the classroom of “Introduction to Literary Techniques” at the University of Granada. Doing so, it provides solutions and recommendations for the identified challenges to use these tools in the classrooms by introducing escape rooms within different educational scenarios as well as proposing affective pedagogies as a robust theoretical and methodological framework.