Maestro Martino: designing a historic escape room with primary school children

Luca Botturi
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Abstract

Educational escape rooms are being used in all school sectors and in many different subjects across the globe. In most documented cases, escape rooms are designed by teachers and played by students. This paper presents the case study of a primary school class that designed and developed an escape room for both adult and young players in connection with a regional event connected to a historical celebration. The project spanned over the whole school year and included a learning phase, the production of support materials (as comics) and eventually the design and development of the escape room, which was finalized by a local association. After its installation in the ancient local prison, the escape room enjoyed the visit of over 600 players, including tourists, families, groups of friends, and school classes, representing a successful example of open school game design project. The paper presents the key phases of the project: requirement analysis, escape room design (including narrative, puzzles, game-flow and props), escape room implementation, and assessment, with a focus on how to manage complex game design with young children.
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马蒂诺大师:为小学生设计一个历史悠久的密室
世界各地的所有学校部门和许多不同学科都在使用教育密室。在大多数有记录的案例中,密室是由老师设计的,由学生来玩。本文介绍了一个小学班级的案例研究,该班级为成人和年轻球员设计和开发了一个逃生室,与历史庆典相关的区域活动有关。该项目横跨整个学年,包括学习阶段、辅助材料(如漫画)的制作,以及最终由当地协会完成的密室的设计和开发。该密室在当地古老的监狱中安装后,吸引了超过600名玩家,包括游客、家庭、朋友团体和学校班级,是开放学校游戏设计项目的成功范例。本文介绍了项目的关键阶段:需求分析、密室逃生设计(包括叙事、谜题、游戏流程和道具)、密室逃生实施和评估,重点介绍了如何管理复杂的儿童游戏设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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