Pi Museum: an educational escape room for learning mathematics

This paper presents the implementation of a virtual educational escape room (EER) titled "Pi Museum", designed to promote interactive mathematics learning within the context of the International Day of Mathematics, celebrated on March 14th, also known as Pi Day. The EER was developed on the Genially platform and applied to 6th-grade classes in a Portuguese school as a formative assessment tool. The escape room's theme was structured to reinforce students' knowledge of the number Pi, its history, and applications, as well as to consolidate concepts of perimeter, area, and volume, always involving the number Pi whenever possible. The experience showed that gamification facilitates knowledge acquisition, improves student motivation, and fosters teamwork. The results indicate that students felt engaged and motivated, rating the experience as enriching and fun. The methodology used was based on solving interactive mathematical challenges, promoting an innovative approach to teaching. The EER also offered the possibility of developing transversal skills, which are fundamental for students' overall development.

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Publication Details

Journal
Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Published
2025-06-01
Primary Topic
Educational Games and Gamification
Type
article
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article

Pi Museum: an educational escape room for learning mathematics

A. Hall, Sónia Pais, Irene Araújo
Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Educational Games and Gamification
article

Pi Museum: an educational escape room for learning mathematics

A. Hall, Sónia Pais, Irene Araújo
article en

Abstract

This paper presents the implementation of a virtual educational escape room (EER) titled "Pi Museum", designed to promote interactive mathematics learning within the context of the International Day of Mathematics, celebrated on March 14th, also known as Pi Day. The EER was developed on the Genially platform and applied to 6th-grade classes in a Portuguese school as a formative assessment tool. The escape room's theme was structured to reinforce students' knowledge of the number Pi, its history, and applications, as well as to consolidate concepts of perimeter, area, and volume, always involving the number Pi whenever possible. The experience showed that gamification facilitates knowledge acquisition, improves student motivation, and fosters teamwork. The results indicate that students felt engaged and motivated, rating the experience as enriching and fun. The methodology used was based on solving interactive mathematical challenges, promoting an innovative approach to teaching. The EER also offered the possibility of developing transversal skills, which are fundamental for students' overall development.

Portuguese National Funding Agency for Science, Research and Technology (RCAAP Project by FCT)
Quality Education
Openalex Percentile: Top 22%
Educational Games and Gamification
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