Play the Game, Save the World! Using an Immersive Escape Game to Teach Families Evolutionary Thinking

The digital publication of the Association of Science and Technology Centers (ASTC)

Play the Game, Save the World! Using an Immersive Escape Game to Teach Families Evolutionary Thinking

This project from the University of Kansas Natural History Museum and the UC Museum of Paleontology was a 2025 Roy L. Shafer Leading Edge Awardee. The awards—presented each year by ASTC—honor member institutions and/or their staff and volunteers whose work represents exceptional achievement. These awards celebrate efforts that not only enhance the performance of an individual institution but also advance the entire field of informal science learning and engagement. Read more about the awards here.

Two adults and three children strike a celebratory pose in front of the VENOMventure, inflatable escape room. They hold signs saying "We did it!" and "Lo logramos!"
Figure 1. The Weintraub family celebrates after successfully exiting the escape room at the Berkeley Public Library. Jeremy and Miranda Ritterman Weintraub with their children, (left to right) Lev, Amiela and Chana. Credit: Anna Thanukos

A strange and mysterious plant is on a rampage! Can you solve the science puzzles to save the world from a leafy green end? This was the mission families tackled in VENOMventure, an escape-style game created to teach phylogenetic thinking. Phylogenetics is an essential component of biological science literacy, but challenging to understand. Immersive games represent an underexplored approach to help learners of all ages overcome persistent misconceptions about evolutionary trees. To investigate this potential, we developed an escape-style game for teaching tree-thinking skills. Designed for use in informal education settings, VENOMventure transports English- and Spanish-speaking families with kids ages 8 and up to a fantastical research facility where they collaborate to unlock a series of evolution puzzles and solve a biomedical mystery. Our research shows that players of all ages make meaningful improvements in their tree-thinking skills while having a blast!

“Dr. Lopez? Leticia? Anyone? You! Our city has been invaded by a hungry venomous plant. Its bite is causing everyone to break out in itchy purple splotches! We need antivenom—but this is a species we’ve never seen before …”

So begins the escape-style game, VENOMventure, which transports learners to a fantastical research facility where they work together to discover an antivenomwhile learning foundational concepts in biology. Developed by the University of California Museum of Paleontology and the University of Kansas Natural History Museum, with funding from the NIH-SEPA program, the pop-up game is designed to travel to natural history museums and rural/urban libraries. Small teams play the 20- to 45-minute, game inside a fun, inflatable room outfitted with high-tech props that provide delightful surprises, alongside puzzles that teach about evolutionary trees (Figure 1). Rather than relying on didactic instruction or pre-reading, the game invites learners to solve the puzzles, experiment with different potential solutions and share knowledge with one another. Importantly, the sequential unlocking of puzzles and artifacts, a hallmark of escape games, allows the scientific content of the game to be tiered and layered such that, over the course of the game, players construct more sophisticated understandings of the scientific content. After reflecting on their experience in the game with a facilitator, players receive a comic-laden science activity book to take home, continuing the narrative begun in the game and further extending family interactions around STEM concepts. (This comic is also freely available online in English and Spanish.)

The entire game occupies an 11x22ft footprint and can be packed into five crates and shipped freight from one venue to the next, solving a fundamental challenge for educational escape games: that the significant input of time and resources to develop and build a high-quality, effective experience of this nature may outweigh the educational impact of the game in a single location with a limited market, since it cannot be replayed by visitor groups. The game’s implementation program and small footprint were designed to meet the needs of libraries, which may be the only public space devoted to informal education in certain rural communities, as well as smaller natural history museums, such as university-based collections, which often do not have the staff and resources to host large traveling exhibitions or revamp their own exhibits regularly. The game provides such institutions with a novel but manageable attraction that can draw new audiences and prior visitors. Institutions interested in hosting the game as a rental or in a future grant-funded tour can express that interest using this form.

Inside the inflatable escape room, two children solve a puzzle by finishing the DNA sequences using the letters A, T, C, and G.
Figure 2. Players use a chalkboard to compare plant gene sequences. Credit: Rockman, et al.

STEM learning and family fun

Research has established the pedagogical value of educational games of many formats. However, immersive games (e.g., escape games) are increasingly employed in formal and informal learning environments as educational interventions with scant evidence of their effectiveness. Addressing this gap, VENOMventure’s formal evaluation, conducted with 466 participants across two natural history museums and two libraries, found strong evidence that playing the game improves players’ understanding of evolutionary relationships, and that these learning gains persist for 4+ weeks after playing. To our knowledge, this represents the first direct evidence of a non-classroom-based game supporting learning about evolutionary trees, and one of the very few cases in which an escape game purported to be educational has generated clear evidence supporting that claim.

This evidence consisted of pre/post/longitudinal test scores on closed- and open-ended knowledge items, player perceptions, observations, and interview data. For example, on closed-ended items comparing pre- to post-game scores, the number of players scoring zero was approximately halved and the number achieving a perfect score doubled, representing a medium to large effect size.

Results also indicate that the game is an intergenerational STEM learning experience. Players of all ages—including the target age group of 9-13-year-olds, younger children, and older children/adults—demonstrated significant improvements in their understanding of evolutionary trees after playing the game. In one memorable episode, a family pulled a chair inside the game for a grandmother who was “just going to watch.” Within a few minutes, she was up and solving puzzles with her family. Our results also hint at the power of intentionally designed, self-directed experiences in which children and adults work as relative equals to support each other’s learning: We found that groups with child-led or balanced gameplay styles made significantly larger learning gains than groups in which adults took charge, an intriguing result to probe in future research.

What do participants learn?

VENOMventure introduces key principles in phylogenetics, a branch of biology focused on understanding evolutionary relationships. 

Players were clearly motivated by the challenge of the game, thrilled by its surprises, and proud of their successes. Reviews of the game include statements like “I’d rate it 12 out of 10. Muchas gracias!” and “The escape room was SUPER well done. I was beyond impressed with how fun and how well made each component was.” Quantitative post-game survey results confirmed this: 100% of adults and 97% of children rated the game as “a lot of fun.”

One surprising finding to emerge from our evaluation was a view of the challenge and length of the experience as key features contributing to the game’s success, rather than programmatic weaknesses to be mitigated. In the game, families spend ~30 minutes intensely engaged with science together, sharing knowledge and ideas to successfully solve challenges that, in many cases, stumped group members at first. Participants frequently suggested that the game could be longer, have more puzzles, or involve another room (currently, players progress through two rooms within the inflatable). They were far from maxed out on the experience and energized to learn more. For many families, this represents an incredibly rare opportunity for extended shared attention to unpacking science concepts, even within informal learning settings.

The learning results described above, when paired with players’ enjoyment of the game, serve as proof of concept of this innovative model and provide motivation for future sites to host the game. Our summative evaluation results are summarized in our prize-winning 2024 ASTC poster, in our project evaluation, and in a manuscript currently under review.

Figure 3. A team tests their answer to the final puzzle using the antivenomatic machine. Credit: Rockman, et al.

Evolution of the game

VENOMventure was developed through an iterative design process, beginning with a survey of potential host sites to confirm their interest in hosting a STEM education escape game, get basic constraints on the size of the game, and elicit other concerns. We then consulted with an advisory board (Figure 4) made up of museum and library educators, an educational researcher, evolutionary scientists, and an escape game puzzle designer to establish criteria for and select the narrative for the game—subject to change with formative testing.

The next step was brainstorming puzzles that aligned with a set of pre-established potential learning objectives and elaborating on the mission narrative in ways that could contain those puzzles. At this stage of development, we focused on intended player experience and did not constrain our ideas to align with particular technologies that might underpin the puzzles, other than the need to fit inside or on the walls of a contained game space.

We then developed paper versions of the key props and puzzles, and ran multiple days of testing at host sites, making improvements to the game materials and narrative after each day of testing. At this stage, a facilitator used a script to describe the game environment and any interactive features the players’ actions triggered (e.g., “A desk drawer now slides open, and inside you find this scanner gun”). As we refined the puzzles during this stage, we began to envision the sorts of technology that would be used to execute key props and consulted with a technical advisor to get guidance about the most reliable, robust, and reparable approaches to constructing the props.

Figure 4. The advisory board tried out (and successfully completed!) various escape rooms to inform the development of VENOMVenture. [Upper photo]: Satish Pillai, Alex Gurn, Anna Thanukos, Lisa White, Amy Miller, Sarah Dentan; and Room Omega [Lower photo]: Anna Thanukos, Teresa MacDonald, Jack Baur, Folashade Agusto, Amber O’Brien-VerHulst (kneeling), Greta Binford, Elda Sanchez.

We then built rough but functional versions of the tech props and used them in multiple days of testing, including tests with bilingual families. This helped to ensure that the tech worked in real-life and to identify pitfalls to avoid in the final and more expensive version of the props. Again, after each day of testing, we made improvements to the props for functionality, as well as to the narrative and puzzle graphics for clarity and to finetune the timing of puzzles. The modifications we made during this stage, along with the introduction of working physical props, significantly reduced families’ solving time.

Once our formative testing indicated that the game worked well for players, we produced final art for the puzzles and commissioned the construction of custom-built pieces, balancing the dimensions to accommodate family collaboration and meet design standards for accessibility. We installed our already tested tech inside the final props. Finally, we designed the inflatable structure (Figure 5), attending to a) the constraints of prop dimensions and the footprint predetermined by host sites, b) window sightlines to facilitate observation of players by researchers and facilitators, c) wall height to give players a sense of privacy, d) door placement so that players journey through the physical space, and e) an overall feeling of fun and whimsy embodied in the shape of the inflatable and its art. In the first few playtests of this stage, we made changes to the positioning of objects within the room to streamline player experience, as well as minor adjustments to the props. Providing the inflatable as a dedicated space for the game appeared to make a big difference in player experience, and shortened the time to complete the game.

Figure 5. VENOMventure inflatable during playtesting at California Academy of Sciences. Credit: Anna Thanukos

Designing for challenge and success

Through its formative and summative evaluations at libraries and natural history museums, VENOMventure highlights what makes an effective educational escape game, findings that can be redeployed for future efforts. Some of our overall strategies to support learning will be familiar to exhibit designers. These include designing with minimal text and many illustrations, and sizing props and puzzles in ways that support family collaboration. However, other strategies and considerations to emerge from this testing are more specific to this game format. These are outlined below, and a manuscript that more fully describes the design and pedagogical underpinnings of VENOMventure is in preparation.

Figure 6. Introductory puzzle teams complete before playing the escape game. This both familiarizes teams with a puzzle format they will encounter in the game and gives them practice opening combination locks.
This image illustrates a phylogenetic tree. At the top are cartoon images of sea creatures. The text reads "Trace the evolutionary history of the Kraken back in time."
Figure 7. Sea monster tree, one of three initial puzzles teams need to solve. This puzzle addresses the direction of time on an evolutionary tree.

Interested in hosting VENOMventure?

VENOMVenture has already reached more than a thousand players and is poised to extend that reach as it begins traveling to new sites and inspires new implementation and research programs. Fill out this form to express interest in hosting this unique and fun experience.

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