Bridging the University-Industry Gap: Using Virtual Escape Rooms to Assess Civil Engineering Students' Skills
Shayan Hojatpanah
1
(
PhD Candidate, Department of Construction and Engineering Management, Faculty of Civil Engineering, University of Tehran, Aras International Campus, Iran
)
S. Vahid Faghihi
2
(
Assistant Professor, Construction Engineering and Management, School of Civil Engineering, College of Engineering, University of Tehran, Tehran, Iran
)
Ahad Nazari
3
(
Associate Professor, Department of Construction, Faculty of Architecture and Urban Planning, Shahid Beheshti University, G.C., Tehran, Iran
)
Seyed Hossein Hosseini Nourzad
4
(
Associate Professor, Department of Construction and Project Management, School of Architecture, University of Tehran, Tehran, Iran
)
Keywords: University–Industry Gap, Gamification, Virtual Reality, Escape Room, Competency Assessment,
Abstract :
The gap between competencies acquired at university and the performance requirements of the workplace is a major challenge in civil engineering education. Conventional assessment methods primarily focus on measuring knowledge and final outcomes, potentially providing limited opportunities to observe students’ decision-making processes, interactions, and performance in complex engineering situations. This study proposes a conceptual framework for assessing civil engineering students’ competencies in a virtual-reality escape-room environment. Adopting a descriptive-analytical approach, the study followed three stages: literature review, analysis of relevant components, and conceptual synthesis and mapping. The findings resulted in a three-layer architecture comprising experience, assessment, and feedback, alongside an operational structure consisting of eight pillars: players, goals, rules, resources, constraints, interaction, actions and choices, and outcomes. Within this framework, the simulated escape room provides opportunities for students to engage with engineering problems, constraints, and decisions, while generating performance data—including information reviewed, actions taken, choices made, interactions, and decision outcomes—that serve as evidence for assessment. A conceptual scenario titled “Escape Room: Project Rescue” is presented to illustrate the framework's potential applications. The framework also maps these performance data to seven ABET-based engineering competencies. Overall, the proposed framework may inform the development of performance-based assessment approaches and provide supplementary evidence about civil engineering students’ competencies in future studies
Adaimi, M., Daou, R., & Ducq, Y., “Internship Assessment and Evaluation in Higher Education”, International Journal on Integrating Technology in Education, 11, pp. 17-33, 2022. https://doi.org/10.5121/ijite.2022.11102
Alam, S., & Yesmin, S., “Bridging theoretical abstraction to professional practice: an assessment of LIS students' experience of their internship program”, Global Knowledge, Memory and Communication, 2024. https://doi.org/10.1108/GKMC-09-2023-0364
Alhorani, R. A. M., Abu Elhaija, W., Bazlamit, S. M., & Ahmad, H. S., “ABET accreditation requirements and preparation: Lessons learned from a case study of Civil Engineering Program”, Cogent Engineering, 8(1), 2021. https://doi.org/10.1080/23311916.2021.1995109
Araújo, C. C. de, Melo, J. F. H. de, Teixeira, J. M. X. N., & Peres, F. F. F., “Developing a Virtual Escape Room Game: Existing Challenges and How to Overcome Them”. In Congresso Latino-Americano de Software Livre e Tecnologias Abertas (Latinoware), 20, pp. 40-49, 2023. https://doi.org/10.5753/latinoware.2023.236402
Azmy, N., & Mat Isa, C. M., “Implementing Alternative Assessments with Design Thinking in Engineering Education: Enhancing Outcomes for Broadly-Defined Engineering Problems”, International Journal of Modern Education (IJMOE), 7(24), 2025. https://doi.org/10.35631/IJMOE.724024
Chasokela, D., "Investigating the Role of Virtual Reality to Support Student' Engagement, Spatial Awareness and Problem-solving Skills in Engineering Education", International Journal of Instruction, 18, pp. 613-636, 2025. https://doi.org/10.29333/iji.2025.18332a
David, D., Edwin, E., Arman, E., Hikari, H., Chandra, N., & Nadia, N., “Development of Escape Room Game using VR Technology”, Procedia Computer Science, 157, pp. 646-652, 2019. https://doi.org/10.1016/j.procs.2019.08.223
Díaz-Ramírez, J., “Gamification in engineering education – An empirical assessment on learning and game performance”, Heliyon, 6(9), 2020. https://doi.org/10.1016/j.heliyon.2020.e04972
Fotaris, P., & Mastoras, T., “Escape Rooms for Learning: A Systematic Review”. the 13th European Conference on Games Based Learning (ECGBL), Odense, Denmark, 2019. https://doi.org/10.34190/GBL.19.179
Gaber, S., “Innovative Assessment Practice to Improve Teaching and Learning in Civil Engineering”. International Journal of Learning and Teaching, 6(2), pp. 74-80, 2020. https://doi.org/10.18178/ijlt.6.2.74-80
Garay-Rondero, C. L., Calvo, E. Z. R., & Salinas-Navarro, D. E., “Developing and Assessing Engineering Competencies at Experiential Learning Spaces”. IEEE Frontiers in Education Conference (FIE), Covington, KY, USA, pp. 1-5, 2019. https://doi.org/10.1109/FIE43999.2019.9028355
Garay-Rondero, C. L., Castillo-Paz, A., Gijón-Rivera, C., Domínguez-Ramírez, G., Rosales-Torres, C., & Oliart-Ros, A., “Competency-based assessment tools for engineering higher education: a case study on complex problem-solving”. Cogent Education, 11(1), 2024. https://doi.org/10.1080/2331186X.2024.2392424
Garcia, G., Lazarini, J., Avilés-Rabanales, E., & Gutierrez, A., “Are Virtual Reality and Gamification Strategies Adaptive for Evaluations?”, 2021 Machine Learning-Driven Digital Technologies for Educational Innovation Workshop, pp. 1-5, 2021. https://doi.org/10.1109/IEEECONF53024.2021.9733767
Khan, I., “A Unified Framework for Systematic Evaluation of ABET Student Outcomes and Program Educational Objectives”, International Journal of Modern Education and Computer Science, 11, pp. 1-6, 2019. https://doi.org/10.5815/ijmecs.2019.11.01
Lampropoulos, G., & Kinshuk, “Virtual reality and gamification in education: a systematic review”, Education Tech Research Dev, 72, pp. 1691-1785, 2024. https://doi.org/10.1007/s11423-024-10351-3
Manojlovic, H., “Escape room as a teaching method”, Opus et Educatio, 9(2), 2022. https://doi.org/10.3311/ope.504
McCullough, C. L., “Can ABET Assessment Really Be This Simple?”, Journal of Higher Education Theory and Practice, 20(10), 2020. https://doi.org/10.33423/jhetp.v20i10.3650
Naji, Z., Dakhil, A., & Jasim, S., “Bond the Gap between Academic and Industry Requirements for Undergraduate Civil Engineering Students in Iraq”, IOP Conference Series: Materials Science and Engineering, 2019. https://doi.org/10.1088/1757-899X/584/1/012001
Nilimaa, J., “New Examination Approach for Real-World Creativity and Problem-Solving Skills in Mathematics”, Trends in Higher Education, 2(3), pp. 477-495, 2023. https://doi.org/10.3390/higheredu2030028
Oje, A. V., Hunsu, N. J., & May, D., "Virtual reality assisted engineering education: A multimedia learning perspective", Computers & Education: X Reality, 3, 2023. https://doi.org/10.1016/j.cexr.2023.100033
Piirainen-Marsh, A., & Olbertz-Siitonen, M., “Instructed perception and action: The mutual accomplishment of manual know-how in using VR games”, Language & Communication, 99, pp. 313-332, 2024. https://doi.org/10.1016/j.langcom.2024.10.011
Renu, R. S., & Cintron-Gonzalez, L., “Towards Standardization of ABET Student Outcome Assessment”, ASEE Southeastern Section Conference, 2018
Rocha, B., McMullen, K. F., & Rocha, M., “Say Yes to the Stress: Escape Rooms in Civil Engineering Classrooms”, Paper presented at 2023 ASEE Annual Conference & Exposition, Baltimore, Maryland, 2023. https://doi.org/10.18260/1-2--44180
Roig, P. J., Alcaraz, S., Gilly, K., Bernad, C., & Juiz, C., “A Generic Multilevel Structure for Educational Escape Rooms”. Education Sciences, 14(5), 488, 2024, https://doi.org/10.3390/educsci14050488
Selivorstova, T., Chudnyi, T., Kuznetsov, V., Kuznetsov, V., Kovalenko, V., & Hubskyi, P., “Gamification of Electrical Engineering Education: Development of an Educational VR Simulation”, 2025 19th Conference on Electrical Machines, Drives and Power Systems (ELMA), Sofia, Bulgaria, pp. 1-4, 2025. https://doi.org/10.1109/ELMA65795.2025.11083446
Shanbari, H., & Issa, R., “Use of video games to enhance construction management education”, International Journal of Construction Management, 19, pp. 1-16, 2018 https://doi.org/10.1080/15623599.2017.1423166
Staneva, A., Ivanova, T., Rasheva-Yordanova, K., & Borissova, D., “Gamification in Education: Building an Escape Room using VR Technologies”, 2023 46th MIPRO ICT and Electronics Convention (MIPRO), Opatija, Croatia, pp. 678-683, 2023. https://doi.org/10.23919/MIPRO57284.2023.10159923
Szatmary, A. C., “Tools for Comprehensive Assessment of the 7 ABET Student Outcomes in Mechanical Engineering, with Application to Capstone Design”. 2023 ASEE Annual Conference & Exposition, Baltimore, Maryland, 2023. https://doi.org/10.18260/1-2--44505
Torres-Barreto, M. L., Melgarejo, M. A., & Plata-Gomez, K. R., “Cross-sectional competences in engineering: an approach from the principles of gamification”, Panorama, 15(28), 2021. https://doi.org/10.15765/pnrm.v15i28.1820
Udeozor, C., Chan, P., Russo Abegão, F. & Glassey, J., “Game-based assessment framework for virtual reality, augmented reality and digital game-based learning”. International Journal of Educational Technology in Higher Education, 20, 36, 2023. https://doi.org/10.1186/s41239-023-00405-6
Vega-Valenzuela, R., Truyol, M. E., & Aguila, G., “Analysis of gaps in the training of engineers in relation to international standards: The case of industrial engineering students in Chile”,ASEE Annual Conference & Exposition, Baltimore, Maryland, 2023. https://doi.org/10.18260/1-2--42653
Zehr, S. M., & Korte, R., “Student internship experiences: learning about the workplace”, Education + Training, 62(3), pp. 311-324, 2020. https://doi.org/10.1108/ET-11-2018-0236
Zeidan, S., & Bishnoi, M. M., “An Effective Framework for Bridging the Gap between Industry and Academia”, International Journal on Emerging Technologies, 11(3), pp. 454-461, 2020
Zontou, E., Kaminaris, S., & Rangoussi, M., “On the role of virtual reality in engineering education: a systematic literature review of experimental research (2011–2022)”, European Journal of Engineering Education, 49(5), pp. 856-888, 2024. https://doi.org/10.1080/03043797.2024.2369188