Explore, solve and learn maths
An engaging and original escape book for lower secondary school children, designed to review and consolidate mathematics learning while having fun!
The series PLAYSCAPE is comprised of games and books inspired by the Escape Room model that take some principles and apply them to different school subjects. The materials in the series offer stimulating adventures that involve solving codes, puzzles, brain teasers, and riddles linked to specific educational content.
In a completely original and fun way, children and young people will thus be able to consolidate their learning and enhance their logical skills, lateral thinking and reasoning at the same time.
AKHENATEN’S TOMB – MATH
Akhenaten’s tomb is a volume in the Playscape series which is specifically aimed at students in lower secondary school for reviewing and consolidating mathematical learning.
This escape book involves readers in an incredible pyramid adventure, where original thinking and logic skills will be indispensable in order to complete a complicated mission: to find Professor Tombfinder and take her out of the pyramid. Meanwhile, you could also discover a lost treasure!
The topics treated in this volume are: direct proportionality, definition of isosceles trapezium, logical connectives, area of triangles and quadrilaterals, theorem of Pythagoras, inverse proportionality, pre-algebraic problems, perimeter and area, ancient notations for rational numbers, classification of quadrilaterals, perimeter and area, similar triangles, square as a particular rhombus, decimal fractions and pi, fractions of whole numbers, geometric transformations, lcm of denominators of fractions.
This volume contains:
a series of exciting mathematical puzzles to solve, each marked by a 3-digit numerical code and accompanied by a QR-Code to scan in case you need help (for each puzzle there are 3 clue levels: 1st clue, 2nd clue and solution);
a map of the pyramid to be detached and consulted along the way;
a rubber, professor Tombfinder’s notes and some sticks to cut out from the cover, which are useful for solving some puzzles;
a game progress chart, to be updated with a cross after solving a puzzle, and the table of contents upon which each puzzle is based.
HOW IT WORKS
To complete the mission, the players must:
The puzzles do not follow a linear sequence in the book, so it will be fundamental to make choices while keeping some indications in mind:
If, by solving a puzzle on a page or on the map, you find a 3-digit code, you will need to go to the book page which shows the same code in the upper right corner. You cannot reach a place without first finding the corresponding code.
When a canister with a fraction on it appears on a page, mark its value on page 999. It will be useful to complete your mission!
The volume can be used by a single player, or in a group of up to 4 players.
Each puzzle corresponds to a score of 0, 2, 5 and 10 points, depending on the number of clues used. The collaboration of everyone will therefore help you successfully complete the game without using clues, thus obtaining a higher score!
Leaf through some selected pages from the book that have been translated into English to facilitate your evaluation:
Andrea Maffia is a mathematics teacher and he also studies learning processes. He loves games, and believes that the best way to learn mathematics is through play.