The MATH-DIGGER project - MATHematics Digital Escape Rooms platform enables all partners to increase the quality and relevance of their activities, to develop and reinforce their networks of partners, to increase their capacity to operate jointly at transnational level, boosting internationalization of their activities and through exchanging or developing new practices and methods as well as sharing and confronting ideas. The way to achieve this is by the development of MATH-DIGGER, as a free tool to maximize students’ enjoyment, engagement and motivation in their learning process. The partners will propose and share exciting exercises and problems, mostly based in real world problems, and these will be solved by students in a virtual reality framework at MaxWhere. This virtual environment elevates the digital experience by stimulating the 3D awareness of the brain in a unique manner. We intend to move swiftly towards ‘game-based learning’. The novel generation of students, known as Gen-Zers, were born in the digital world, being exposed to the internet, mobiles, and social interfaces, since early youth. They feel comfortable with cross-information from several sources and to move quickly from online to offline environments. They need to be challenged, want to be trendy and to take advantage of their digital literacy, to learn new things and do that in new environments. Higher Education institutions (HEIs) are at the front row to make and promote changes, and they have the human and scientific knowledge to make it happen. With the constant and colossal changes in the marketplace, the technical skills taught at HEIs `today' will no longer be of any utility `tomorrow', being the time difference between `today' and `tomorrow' narrower each day.
The major outcome from the development of MATH-DIGGER platform will primarily serve the edutech community enabling to perform massive online studies about the didactic merit of such an interactive educational gaming environment. On the other hand, the extensive datasets collected through the user sessions will fertilize other scientific fields, especially psychology and facilitates valuable research actions this way. This kind of transferability of the potential results may be the seed of further international collaborations beyond the current consortium. The main goal of the current project is to develop a virtual escape room game, that involves mathematical problem-solving challenges with didactic purposes involving the latest scientific results of education technology, psychology and the related fields. All partners develop their pedagogical materials, in the form of videos and microgames, thus promoting new teaching frameworks, international publicity, and positive feedback from students, resulting in more involvement, engagement and motivational teaching setup. MATH-DIGGER as a platform for ‘educational games’, is designed to support students learning, expanding concepts, reinforcing development, understanding, and deepening their knowledge. Moreover, these escape rooms will also promote the development of essential skills (hard and soft skills) in students, required to their excellence in the upcoming Fifth Industrial Revolution. As Pratik Gauri, India President, 5th Element Group PBC and Jim Van Eerden, President, 5th Element Group PBC, says “The World needs a Fifth Industrial Revolution to flower like a new
How Augmented Reality and Digital Escape Rooms can help to enhance the learning experience in Maths
We believe networking is the basis for great ideas! Some photos from our meetings!
The dream team composed by 6 partners from 5 countries!