
One of the greatest challenges teachers face every day is capturing students’ attention, maintaining high motivation, and fostering meaningful learning. This workshop aims to demonstrate a practical strategy to achieve these goals: learning how to build a 3D Escape Room.
This is not simply a playful activity, but a powerful educational tool that responds to the need to implement Game-Based Learning activities that promote high cognitive engagement and deep learning. To solve puzzles, tackle complex problems, and ultimately “escape” the room, students must use their knowledge. This type of activity actively involves all students and proves to be an effective inclusive tool.
An additional advantage is its complete cross-curricular nature and adaptability to any school level, from primary to upper secondary education. Furthermore, the use of VR headsets transports students directly “inside” knowledge, making them protagonists and transforming studying into an emotional and sensory experience.
Through the emotional engagement typical of gameplay (the “flow” state), mistakes lose their negative connotation and become a driver of curiosity, strengthening self-efficacy and fostering empathy among peers within the classroom group.
The workshop follows a hands-on, laboratory-based approach. After an initial introductory phase in which the key features of an Escape Room will be presented and demonstrated, teachers will be guided step by step in the practical creation of the activity — starting from the initial idea, moving through storyboarding (the sequence of events), and finally to the actual construction of the environment.
An intuitive platform will be used, allowing the creation of immersive environments without requiring advanced technical expertise. Participants will gain an introduction to computational thinking and will be able to apply the knowledge acquired to create activities that students are unlikely to forget.
Moreover, transferring these skills into the classroom will empower students to become creators of Escape Rooms themselves, enabling them to develop numerous essential skills for their future.
Participants are required to bring their own personal devices.