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.

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Institutions

Publication Details

Journal
Proceedings of the International Conference on Information Systems Development
Published
2024-09-09
DOI
https://doi.org/10.62036/isd.2024.121
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Virtual Escape Room in Mathematics

Jacek Lebiedź, Radosław Baziak, Tomasz Daruk, Karol Żyra et al.
Proceedings of the International Conference on Information Systems Development
Educational Games and Gamification
article

Virtual Escape Room in Mathematics

Jacek Lebiedź, Radosław Baziak, Tomasz Daruk, Karol Żyra, Dorota Żarek
article en

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.

Proceedings of the International Conference on Information Systems Development
Gdańsk University of Technology (PL)
Openalex Percentile: Top 81%
Educational Games and Gamification
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Virtual Escape Room in Mathematics — Jacek Lebiedź, Radosław Baziak, et al. · Proceedings of the International Conference on Information Systems Development (2024) | TGRS Research Map | TGRS