to export in pdf: for example only riddles and clues,
or the list of clues, the place of their hiding place as
well as associated codes for better management of the
elements on site during the activity. These first el-
ements were inspired by the different SEG realized
in various contexts as well as some websites help-
ing to design escape games (AcadémieDeParis, 2018;
S’CAPE, 2017; lelivrescolaire, 2018; Quesne, 2017).
The SEGAM model was used to build the structure,
but many other elements were written on separate
sheets and were useful during the design or imple-
mentation of our SEG. This tool makes it possible to
centralize all the data concerning the escape game, to
be accessible on mobiles, tablets and computers, by
several people and the content can be updated regu-
larly and easily. The next step is to spread it widely to
help as many people as possible create serious puzzle
games and get their feedback to make it evolve and
meet the needs of as many users as possible. Then,
based on the escape games that were designed with
the tool, an analysis will be made thanks to the collec-
tion of user traces (students and teachers). This anal-
ysis will help to classify the SEG and to determine
what type of SEG to use based on: educational objec-
tives, the type of activity (discovery, learning or eval-
uation) or the type of skill (soft or hard). The results
of this analysis will also allow to classify the riddles
(for example, based on intrinsic or extrinsic metaphor
(Fabricatore, 2000)). Thus, it would be interesting
that the tool, through these elements, guides users to
create riddles according to their needs by proposing
similar generic elements.
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