“…Game_Base_Learning (17,17); argumentation (13,31); discipline (13,31), competence (11,47); subject (11,16); art (10,95); computational thinking (10,34); creativity (9,23); inquiry_based (8,99); web (8,98); workshop (8,91); classroom (8,1); laboratory (7,82); STEAM (7,36) Soil (-9,6); learner (-8,88); Covid_ 19 (-8,6); platform (-7,87); robotic (-7,59); center (-7,59); emotion (-7,34); social (-7,03); flow (-6,58); genetic (-6,39); qualitative (-5,23); theory (-5,1); selfefficacy (-5,06); mental (-5,06); disability (-5,06); learning_efectiveness (-4,89) 2020-2023 escape_room (25,02); emotion (20,16); flow (16,67); genetic (10,45); theory (9,62); narrative (9,06); factor (9,04); need…”