Abstract

The paper presents developing a virtual reality-based escape room to teach mathematical concepts. The goal was to create an immersive game to engage students in actively solving math puzzles. The research team built the application for use in the Immersive 3D Visualization Lab at the Gdańsk University of Technology. The escape room comprises an introductory room followed by three themed rooms with 13 puzzles total that involve mathematical thinking. To assess the tool’s educational impact, the team prepared surveys and planed an experiment with students. Key outcomes delivered were the completed application configured for the target lab, plus the surveys to quantitatively measure math comprehension before and after students use the escape room. Overall this project combined virtual reality and game design concepts to create an innovative approach for engaging students in learning math concepts in an interactive, visually stimulating setting.

Recommended Citation

Baziak, R., Daruk, T., Żyra, K., Żarek, D. & Lebiedź, J. (2024). Virtual Escape Room in Mathematics. In B. Marcinkowski, A. Przybylek, A. Jarzębowicz, N. Iivari, E. Insfran, M. Lang, H. Linger, & C. Schneider (Eds.), Harnessing Opportunities: Reshaping ISD in the post-COVID-19 and Generative AI Era (ISD2024 Proceedings). Gdańsk, Poland: University of Gdańsk. ISBN: 978-83-972632-0-8. https://doi.org/10.62036/ISD.2024.121

Paper Type

Poster

DOI

10.62036/ISD.2024.121

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Virtual Escape Room in Mathematics

The paper presents developing a virtual reality-based escape room to teach mathematical concepts. The goal was to create an immersive game to engage students in actively solving math puzzles. The research team built the application for use in the Immersive 3D Visualization Lab at the Gdańsk University of Technology. The escape room comprises an introductory room followed by three themed rooms with 13 puzzles total that involve mathematical thinking. To assess the tool’s educational impact, the team prepared surveys and planed an experiment with students. Key outcomes delivered were the completed application configured for the target lab, plus the surveys to quantitatively measure math comprehension before and after students use the escape room. Overall this project combined virtual reality and game design concepts to create an innovative approach for engaging students in learning math concepts in an interactive, visually stimulating setting.