A DIGITAL ESCAPE ROOM FOR TALENTS
Paper

Presenter(s): Polonca Fritz Tomšič
Presentation will be in Slovene language.

The use of innovative forms of teaching and learning, supported by information and communication technology (ICT) is a necessity today. It is also necessary for the teachers to know the different didactic approaches and possibilities for the effective use of ICT in the pedagogical process. The present and the future lie in the digital literacy of both teachers and students.
Remote learning has been a big challenge for us teachers. At the same time, it was also an opportunity for professional growth, a step forward in learning about and mastering digitally supported ways of interpreting learning content or consolidating what has been learned.
This paper presents an example of good practice, where students were motivated to learn science and mathematics content with digital challenges. Such lessons are fun, attractive, and provide the teacher with quick feedback.
Escape Rooms, with their detective charm and increasingly complex challenges, have been conquering adventure hearts around the world for years. The goal of this reality game is to escape from captivity (room, class, castle ...), which is possible by correctly solving mathematical puzzles, riddles, crossword puzzles, deciphering codes, solving challenges, and discovering hidden objects and clues.
With the right digital platform, we can also prepare a digital Escape Room for students. We use a computer, tablet or even a phone to walk through different scenarios. Students solve challenges by unlocking digital locks. They get the key to them by solving a given puzzle with a precise solution. Computer technology is adamant here as incorrectly entered code does not "open the door". The paper presents a “Decimal Escape” prepared for 6th graders, which includes mathematical problems with decimal numbers.
The web offers a huge number of ready-made applications for learning and consolidating mathematical content. I was wondering how could I integrate the tasks prepared in different applications into a whole. A properly solved task in the first application offers access to the second, which is composed in the new application; by correctly solving the second challenge, students can open the door to the third, and so on. Students can come to the last riddle only with correctly solved previous tasks.
Digital technology supports the achievement of the goals of the educational process, and successfully introduces elements of gamification into lessons, which enables learning through play.