100
Úniková hra
2000
Matematika 4. a 5. ročník
Matematika 4. a 5. ročník
Pirátský poklad
Pirátský poklad
START
New Game
START
Vytvořil: Bohumír Náhlý
Materiál je chráněn autorským zákonem. Zákaz volného šíření.
2000
50
Tvá loď ztroskotala a dostal/a ses na opuštěný ostrov. Jsou tady ale piráti a ti se chtěji zmocnit vzácného pokladu. Musíš jim v tom zabránit! Projdi všech 5 ostrovů a na každém získáš část celého pokladu a taky kódy, kterými odemkneš truhlu s pokladem.
JDU DO TOHO!
Vyber si svou postavu
POKRAČUJ
2000
100
MAPA
80%
MAPA
ODMĚNY
MAPA
ODMĚNY
HLAVNÍ ODMĚNA
ČÍSELNÝ KÓD
Na tomto ostrově ukážeš, jak umíš sčítat a odčítat do 10 000. Tak hurá do toho!
2000
100
OSTROV 1
Sčítání a odčítání do 10 000
Sčítání a odčítání do 10 000
OSTROV 1
POKRAČUJ
6 578
8 939
+ 3 000 = 9 578
6 939 + 2 000 =
2 493
7 748
+ 6 000 = 8 493
2 748 + 5 000 =
4 231
5 286
+ 1 000 = 5 231
4 000 + 1 286 =
1 177
9 931
+ 5 000 = 6 177
2 931 + 7 000 =
6 494
5 967
+ 1 000 = 7 494
1 000 + 4 967 =
Sčítání a odčítání do 10 000
Sčítání a odčítání do 10 000
OSTROV 1
4 677
POKRAČUJ
5 624
- 3 000 = 1 677
7 624 - 2 000 =
9 191
3 317
- 5 000 = 4 191
6 317 - 3 000 =
6 845
2 913
- 1 000 = 5 845
3 913 - 1 000 =
7 498
5 873
- 5 000 = 2 498
9 873 - 4 000 =
5 963
7 567
- 2 000 = 3 963
8 567 - 1 000 =
ODMĚNA 1
TADY JE 1. KÓD!
JDI NA ODMĚNY
2000
100
Na druhém ostrově ukážeš, jak umíš sčítat a odčítat do 100 000. To zvládneš!
OSTROV 2
Sčítání a odčítání do 100 000
Sčítání a odčítání do 100 000
OSTROV 2
POKRAČUJ
16 000
31 000
+ 60 000 = 76 000
19 000 + 12 000 =
62 000
71 000
+ 24 000 = 86 000
43 000 + 28 000 =
38 000
89 000
+ 17 000 = 55 000
38 000 + 51 000 =
53 000
44 000
+ 43 000 = 96 000
13 000 + 31 000 =
24 000
98 000
+ 44 000 = 68 000
57 000 + 41 000 =
Sčítání a odčítání do 100 000
Sčítání a odčítání do 100 000
OSTROV 2
POKRAČUJ
43 000
63 000
- 22 000 = 21 000
95 000 - 32 000 =
86 000
24 000
- 54 000 = 32 000
38 000 - 14 000 =
79 000
33 000
- 58 000 = 21 000
56 000 - 23 000 =
52 000
51 000
- 11 000 = 41 000
86 000 - 35 000 =
69 000
42 000
- 41 000 = 28 000
56 000 - 14 000 =
ODMĚNA 2
TADY JE 2. KÓD!
JDI NA ODMĚNY
2000
100
A je tady násobení 👍 Doufám, že máš ještě dost sil 💪
OSTROV 3
Násobení - 1. část
Násobení - 1. část
OSTROV 3
POKRAČUJ
4 . 7 =
8 . 2 =
7 . 9 =
9 . 8 =
7 . 7 =
5 . 5 =
KONTROLA
8 . 6 =
7 . 8 =
3 . 6 =
9 . 4 =
3 . 8 =
5 . 8 =
3 . 5 =
4 . 8 =
6 . 7 =
16
48
28
18
25
42
40
32
56
49
15
63
72
36
24
Násobení - 2. část
Násobení - 2. část
OSTROV 3
POKRAČUJ
4 . 20 =
5 . 12 =
4 . 200 =
5 . 10 =
8 . 11 =
3 . 150 =
KONTROLA
3 . 16 =
3 . 60 =
2 . 300 =
5 . 14 =
2 . 80 =
5 . 100 =
6 . 12 =
3 . 40 =
3 . 250 =
60
48
80
180
450
120
160
750
600
88
50
72
500
800
70
ODMĚNA 3
TADY JE 3. KÓD!
JDI NA ODMĚNY
2000
100
Vedeš si naprosto skvěle! Tady zabojuješ o předposlední poklad
OSTROV 4
Dělení - 1. část
Dělení - 1. část
OSTROV 4
POKRAČUJ
42 : 6 =
80 : 4 =
400 : 8 =
18 : 2 =
54 : 3 =
600 : 5 =
KONTROLA
76 : 4 =
320 : 2 =
24 : 6 =
65 : 5 =
450 : 3 =
56 : 7 =
48 : 4 =
240 : 6 =
7 : 7 =
20
50
120
13
160
40
18
19
12
150
Dělení - 2. část
Dělení - 2. část
OSTROV 4
POKRAČUJ
890 : 10 =
620 : 10 =
1 800 : 60 =
50 000 : 100 =
33 800 : 100 =
5 600 : 80 =
KONTROLA
280 000 : 1 000 =
6 400 : 8 =
50 000 : 1 000 =
47 000 : 100 =
2 800 : 20 =
470 : 10 =
75 000 : 1000 =
3 600 : 40 =
75 000 : 100 =
280
30
47
800
89
75
500
140
50
62
470
338
90
750
70
ODMĚNA 4
TADY JE 4. KÓD!
JDI NA ODMĚNY
2000
100
Je před tebou poslední ostrov a výzva! Napni všechny své síly, poklad už je na dohled 👊
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
ODMĚNA 5
TADY JE 5. KÓD!
JDI NA ODMĚNY
1234
OPEN
ERROR
ODEMKNI ZÁMEK
1234
Podařilo se ti získat tyto kódy. Budou ale správně?
12345
<
Basado en GICODE de S'cape
HLAVNÍ ODMĚNA
VÍCE SUPER HER
GRATULACE! ZÍSKAL JSI POKLAD
Templates
There are two sets of templates.The first set (blue) shows all elements and their function. The second set (pink) shows them sorted by which page they need to be on.
Template
Mandatory element on the first page to be grouped with a continue button.
1234
Place this element on the GICODE (lock) page. You can change the font format. The text (optional) will be replaced with the final code obtained.
Mandatory element. NUMBER MUST BE IN BOLD. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page. The number indicates the number of challenges, change according to how many challenges you want.
Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.
Place this item on a page to delete the source data.
80%
80%
80%
Progress bars
80%
80%
80%
Choose the model that best suits your Breakout's aesthetics
Template
Digits. Number achieved by solving a challenge
Group with a text. Place it on the last page of the challenge, when you get the reward of that challenge. You need to have them on the page to trigger the reward (blue box) and it NEEDS to be grouped with text. If you don't want to use numbers, make it transparent.
Group with image or any Genially element. Appears when the final reward of the itinerary has been achieved.
Group with #. The digit of the password you have achieved for each challenge will be displayed. Group with image or reward text. The image and/or text of the challenge achieved will appear. Group with feedback image of challenge achieved. It can be placed on top of the map to mark challenges achieved and even prevent them from being repeated.
Rewards
Lock boss. Group with image or any Genially element. to lock the final riddle or padlock. It will disappear when all challenges are completed.
locks
Group with image or any Genially element. Locks make an item visible until previous missions are completed, then it will be hidden. Attached to an item that covers the link to the corresponding quest, for example, will prevent that quest from being started until previous quests are completed.
OFF Boss. Group with image or any Genially element. Disappears when the final reward has been received.
OFF
Group with image or any Genially element. It will be hidden when you complete a mission.
You need the following pages in your game: 1. A title page. 2. an intoduction page. 3. A map 4. Several activitiy pages (up to 10 different rewards/numbers can be collected, but each could require several tasks to be completed. Each needs to end with a reward page. 5. A reward overview A lock page 6. An final reward page 7. optional: an avatar page.
Map page
Title page
Add links to your activity/task pages. Also add a link to the reward page.Add one of the progress bars below.
Mandatory element on the first page to be grouped with a "continue game" button. You also need a "new game" button
80%
Introduction page
80%
Mandatory element. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page. The number indicates the number of challenges, change according to how many challenges you want. Make sure this page is SKIPPED when "continue game" is pressed as it resets any progress.
80%
80%
80%
80%
Group the blue boxes with a feebback text or picture (e.g. a tick or a star). Use as many as you need (up to 10). Make sure you keep them in the right order. If you want to stop players from re-playing challenges, make sure the feedback object covers the link to the activity.
Avatar page
Make as many copies of the red box as you have avatar options. Group each avatar option with a red box (change the size of the red box first). Place the green box on ALL pages where you want the chosen avatar to be visible. Keep it grouped with any picture - the picture will be replaced with the chosen avatar.
Reward page
Map page
You need one reward page for each activtiy. Players should only be able to reach it after completing the task. Keep the green boxes grouped with an X, but you can change the font, colour and size. Put one of these on each of the reward pages (in the right order). Instead of the X it will display a random number that will be needed to open the final lock.
Optional: If you want your character/avatar to move around the map, use the extension below.
Add the yellow box somewhere on your page - will be invisible.
Group this text with the picture of the character or the green avatar box. The picture has to face forwards or to the right (the picture will flip when going from right to left)
The three elements below can be copied and pasted to create as many as you need. Duplicating and grouping them changes the number and their order, so make sure you always group them in the right order. When you group or duplicate, the number will change to X - go to a different slide and come back and it will show the current number (always starting with 0). Make sure that the three elements with the same number are all next to each other/on top of each other.
If players are collecting items as well as numbers, display an item on each reward page as well (doesn't need to be group with anything). Add a arrow/text with a link to the reward overview and/or the map.
Group this text with the names of your challenges - this is where you need to click to make it move.
Place this text on top of the "zone de clic" (don't group!) This it where the picture will move to.
Group this text an arrow/word/picture that is linked to the activity page. It will pop up when the character reaches the destination.
Other optional elements
Reward overview
Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.
Keep these blue boxes group with the #, it will be automatically replaced ith the random number found at the end of each activity. Add as many as you need, depending on the number of activities - keep them in the right order.
Group with image or any Genially element. Appears when the final reward of the itinerary has been achieved.
If players are collecting items as well as numbers, add the items here as well and group each one with a blue box below - keep them in the right order.
OFF Boss. Group with image or any Genially element. Disappears when the final reward has been received.
Group this with a picture/text that covers the link to the final reward page. It will disappear when all activities have been completed.
Add a link to the map page.
Lock page
The text/picture grouped with the green box will appear when the correct code has been entered. Group it with an element that links to the final reward page.
These are the numbers where players will enter all the numbers they have found to open the final lock. If you don't like the design, place them on top of the picture of the numbers you would like to use and make them transparent (checkered icon at the top).
Optional: The text/picture grouped with the red box will disappear when the correct code has been entered.
1234
Optional: The text/picture grouped with the green box will show all random numbers that have been collected from the challenges and reminds the player what need to be entered in the lock. Keep the numbers as 123... but add as many digits as you have activities. You can change the font/size/colour but keep it grouped.
"Pantalla" will display the numbers as the player enters them. You can change the font/colour/size. Keep the numbers as 123... but add as many digits as you have activities. Do the same for "digi_code".
12345
1234
The text grouped with the two blue elements will appear when the code has been entered correctly/incorrectly. You can change the text and the font/size/colour but keep it grouped.
OPEN
Final reward page
Add this black element to reset the game in case someone else uses the same computer to play the game again.
ERROR
Building
With S'cape's DND extension, you can build a different version of the game where players have to collect objects instead of numbers and they them put together to get the final reward. The green boxes with the X still need to be reward pages after each task for the codes to work, but they can be made transparent. There should also be a picture of the object being collected on the page, it doesn't need to be grouped with anything. Use one of the reward overviews (see next two slides) or create your own. Add pictures of your 'building blocks' and group each one with a blue recomp box (numbering must match the order of the activities). Also group them each with a different coloured "Objet" box (there are up to 10 different ones on the last slide). Then make each object DRAGABLE (hand icon). At the place where the object is to be assembled, there must be a "Cible" (=target) box. This box MUST be grouped with something - in the example they are simply grouped with transparent rectangles. If all "Objets" are placed on the matching "Cibles", the object grouped with the black "Global off" box disappears. You can also make something appear with "Global_on" instead. IMPORTANT: You need the yellow "Fonction" box somewhere on the slide.
Rewards
Collect all items, then get him dressed!
Final reward
Rewards
Collect all items, then build the robot!
Final reward
DND by S'cape
Piráti - úniková hra
Mira Náhlý
Created on April 28, 2024
Start designing with a free template
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Transcript
100
Úniková hra
2000
Matematika 4. a 5. ročník
Matematika 4. a 5. ročník
Pirátský poklad
Pirátský poklad
START
New Game
START
Vytvořil: Bohumír Náhlý
Materiál je chráněn autorským zákonem. Zákaz volného šíření.
2000
50
Tvá loď ztroskotala a dostal/a ses na opuštěný ostrov. Jsou tady ale piráti a ti se chtěji zmocnit vzácného pokladu. Musíš jim v tom zabránit! Projdi všech 5 ostrovů a na každém získáš část celého pokladu a taky kódy, kterými odemkneš truhlu s pokladem.
JDU DO TOHO!
Vyber si svou postavu
POKRAČUJ
2000
100
MAPA
80%
MAPA
ODMĚNY
MAPA
ODMĚNY
HLAVNÍ ODMĚNA
ČÍSELNÝ KÓD
Na tomto ostrově ukážeš, jak umíš sčítat a odčítat do 10 000. Tak hurá do toho!
2000
100
OSTROV 1
Sčítání a odčítání do 10 000
Sčítání a odčítání do 10 000
OSTROV 1
POKRAČUJ
6 578
8 939
+ 3 000 = 9 578
6 939 + 2 000 =
2 493
7 748
+ 6 000 = 8 493
2 748 + 5 000 =
4 231
5 286
+ 1 000 = 5 231
4 000 + 1 286 =
1 177
9 931
+ 5 000 = 6 177
2 931 + 7 000 =
6 494
5 967
+ 1 000 = 7 494
1 000 + 4 967 =
Sčítání a odčítání do 10 000
Sčítání a odčítání do 10 000
OSTROV 1
4 677
POKRAČUJ
5 624
- 3 000 = 1 677
7 624 - 2 000 =
9 191
3 317
- 5 000 = 4 191
6 317 - 3 000 =
6 845
2 913
- 1 000 = 5 845
3 913 - 1 000 =
7 498
5 873
- 5 000 = 2 498
9 873 - 4 000 =
5 963
7 567
- 2 000 = 3 963
8 567 - 1 000 =
ODMĚNA 1
TADY JE 1. KÓD!
JDI NA ODMĚNY
2000
100
Na druhém ostrově ukážeš, jak umíš sčítat a odčítat do 100 000. To zvládneš!
OSTROV 2
Sčítání a odčítání do 100 000
Sčítání a odčítání do 100 000
OSTROV 2
POKRAČUJ
16 000
31 000
+ 60 000 = 76 000
19 000 + 12 000 =
62 000
71 000
+ 24 000 = 86 000
43 000 + 28 000 =
38 000
89 000
+ 17 000 = 55 000
38 000 + 51 000 =
53 000
44 000
+ 43 000 = 96 000
13 000 + 31 000 =
24 000
98 000
+ 44 000 = 68 000
57 000 + 41 000 =
Sčítání a odčítání do 100 000
Sčítání a odčítání do 100 000
OSTROV 2
POKRAČUJ
43 000
63 000
- 22 000 = 21 000
95 000 - 32 000 =
86 000
24 000
- 54 000 = 32 000
38 000 - 14 000 =
79 000
33 000
- 58 000 = 21 000
56 000 - 23 000 =
52 000
51 000
- 11 000 = 41 000
86 000 - 35 000 =
69 000
42 000
- 41 000 = 28 000
56 000 - 14 000 =
ODMĚNA 2
TADY JE 2. KÓD!
JDI NA ODMĚNY
2000
100
A je tady násobení 👍 Doufám, že máš ještě dost sil 💪
OSTROV 3
Násobení - 1. část
Násobení - 1. část
OSTROV 3
POKRAČUJ
4 . 7 =
8 . 2 =
7 . 9 =
9 . 8 =
7 . 7 =
5 . 5 =
KONTROLA
8 . 6 =
7 . 8 =
3 . 6 =
9 . 4 =
3 . 8 =
5 . 8 =
3 . 5 =
4 . 8 =
6 . 7 =
16
48
28
18
25
42
40
32
56
49
15
63
72
36
24
Násobení - 2. část
Násobení - 2. část
OSTROV 3
POKRAČUJ
4 . 20 =
5 . 12 =
4 . 200 =
5 . 10 =
8 . 11 =
3 . 150 =
KONTROLA
3 . 16 =
3 . 60 =
2 . 300 =
5 . 14 =
2 . 80 =
5 . 100 =
6 . 12 =
3 . 40 =
3 . 250 =
60
48
80
180
450
120
160
750
600
88
50
72
500
800
70
ODMĚNA 3
TADY JE 3. KÓD!
JDI NA ODMĚNY
2000
100
Vedeš si naprosto skvěle! Tady zabojuješ o předposlední poklad
OSTROV 4
Dělení - 1. část
Dělení - 1. část
OSTROV 4
POKRAČUJ
42 : 6 =
80 : 4 =
400 : 8 =
18 : 2 =
54 : 3 =
600 : 5 =
KONTROLA
76 : 4 =
320 : 2 =
24 : 6 =
65 : 5 =
450 : 3 =
56 : 7 =
48 : 4 =
240 : 6 =
7 : 7 =
20
50
120
13
160
40
18
19
12
150
Dělení - 2. část
Dělení - 2. část
OSTROV 4
POKRAČUJ
890 : 10 =
620 : 10 =
1 800 : 60 =
50 000 : 100 =
33 800 : 100 =
5 600 : 80 =
KONTROLA
280 000 : 1 000 =
6 400 : 8 =
50 000 : 1 000 =
47 000 : 100 =
2 800 : 20 =
470 : 10 =
75 000 : 1000 =
3 600 : 40 =
75 000 : 100 =
280
30
47
800
89
75
500
140
50
62
470
338
90
750
70
ODMĚNA 4
TADY JE 4. KÓD!
JDI NA ODMĚNY
2000
100
Je před tebou poslední ostrov a výzva! Napni všechny své síly, poklad už je na dohled 👊
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
Zaokrouhlování - kvíz
Zaokrouhlování - kvíz
OSTROV 5
ODMĚNA 5
TADY JE 5. KÓD!
JDI NA ODMĚNY
1234
OPEN
ERROR
ODEMKNI ZÁMEK
1234
Podařilo se ti získat tyto kódy. Budou ale správně?
12345
<
Basado en GICODE de S'cape
HLAVNÍ ODMĚNA
VÍCE SUPER HER
GRATULACE! ZÍSKAL JSI POKLAD
Templates
There are two sets of templates.The first set (blue) shows all elements and their function. The second set (pink) shows them sorted by which page they need to be on.
Template
Mandatory element on the first page to be grouped with a continue button.
1234
Place this element on the GICODE (lock) page. You can change the font format. The text (optional) will be replaced with the final code obtained.
Mandatory element. NUMBER MUST BE IN BOLD. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page. The number indicates the number of challenges, change according to how many challenges you want.
Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.
Place this item on a page to delete the source data.
80%
80%
80%
Progress bars
80%
80%
80%
Choose the model that best suits your Breakout's aesthetics
Template
Digits. Number achieved by solving a challenge
Group with a text. Place it on the last page of the challenge, when you get the reward of that challenge. You need to have them on the page to trigger the reward (blue box) and it NEEDS to be grouped with text. If you don't want to use numbers, make it transparent.
Group with image or any Genially element. Appears when the final reward of the itinerary has been achieved.
Group with #. The digit of the password you have achieved for each challenge will be displayed. Group with image or reward text. The image and/or text of the challenge achieved will appear. Group with feedback image of challenge achieved. It can be placed on top of the map to mark challenges achieved and even prevent them from being repeated.
Rewards
Lock boss. Group with image or any Genially element. to lock the final riddle or padlock. It will disappear when all challenges are completed.
locks
Group with image or any Genially element. Locks make an item visible until previous missions are completed, then it will be hidden. Attached to an item that covers the link to the corresponding quest, for example, will prevent that quest from being started until previous quests are completed.
OFF Boss. Group with image or any Genially element. Disappears when the final reward has been received.
OFF
Group with image or any Genially element. It will be hidden when you complete a mission.
You need the following pages in your game: 1. A title page. 2. an intoduction page. 3. A map 4. Several activitiy pages (up to 10 different rewards/numbers can be collected, but each could require several tasks to be completed. Each needs to end with a reward page. 5. A reward overview A lock page 6. An final reward page 7. optional: an avatar page.
Map page
Title page
Add links to your activity/task pages. Also add a link to the reward page.Add one of the progress bars below.
Mandatory element on the first page to be grouped with a "continue game" button. You also need a "new game" button
80%
Introduction page
80%
Mandatory element. It must be placed on a page that is obligatory to go through at the beginning. For example, the introduction page. The number indicates the number of challenges, change according to how many challenges you want. Make sure this page is SKIPPED when "continue game" is pressed as it resets any progress.
80%
80%
80%
80%
Group the blue boxes with a feebback text or picture (e.g. a tick or a star). Use as many as you need (up to 10). Make sure you keep them in the right order. If you want to stop players from re-playing challenges, make sure the feedback object covers the link to the activity.
Avatar page
Make as many copies of the red box as you have avatar options. Group each avatar option with a red box (change the size of the red box first). Place the green box on ALL pages where you want the chosen avatar to be visible. Keep it grouped with any picture - the picture will be replaced with the chosen avatar.
Reward page
Map page
You need one reward page for each activtiy. Players should only be able to reach it after completing the task. Keep the green boxes grouped with an X, but you can change the font, colour and size. Put one of these on each of the reward pages (in the right order). Instead of the X it will display a random number that will be needed to open the final lock.
Optional: If you want your character/avatar to move around the map, use the extension below.
Add the yellow box somewhere on your page - will be invisible.
Group this text with the picture of the character or the green avatar box. The picture has to face forwards or to the right (the picture will flip when going from right to left)
The three elements below can be copied and pasted to create as many as you need. Duplicating and grouping them changes the number and their order, so make sure you always group them in the right order. When you group or duplicate, the number will change to X - go to a different slide and come back and it will show the current number (always starting with 0). Make sure that the three elements with the same number are all next to each other/on top of each other.
If players are collecting items as well as numbers, display an item on each reward page as well (doesn't need to be group with anything). Add a arrow/text with a link to the reward overview and/or the map.
Group this text with the names of your challenges - this is where you need to click to make it move.
Place this text on top of the "zone de clic" (don't group!) This it where the picture will move to.
Group this text an arrow/word/picture that is linked to the activity page. It will pop up when the character reaches the destination.
Other optional elements
Reward overview
Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.
Keep these blue boxes group with the #, it will be automatically replaced ith the random number found at the end of each activity. Add as many as you need, depending on the number of activities - keep them in the right order.
Group with image or any Genially element. Appears when the final reward of the itinerary has been achieved.
If players are collecting items as well as numbers, add the items here as well and group each one with a blue box below - keep them in the right order.
OFF Boss. Group with image or any Genially element. Disappears when the final reward has been received.
Group this with a picture/text that covers the link to the final reward page. It will disappear when all activities have been completed.
Add a link to the map page.
Lock page
The text/picture grouped with the green box will appear when the correct code has been entered. Group it with an element that links to the final reward page.
These are the numbers where players will enter all the numbers they have found to open the final lock. If you don't like the design, place them on top of the picture of the numbers you would like to use and make them transparent (checkered icon at the top).
Optional: The text/picture grouped with the red box will disappear when the correct code has been entered.
1234
Optional: The text/picture grouped with the green box will show all random numbers that have been collected from the challenges and reminds the player what need to be entered in the lock. Keep the numbers as 123... but add as many digits as you have activities. You can change the font/size/colour but keep it grouped.
"Pantalla" will display the numbers as the player enters them. You can change the font/colour/size. Keep the numbers as 123... but add as many digits as you have activities. Do the same for "digi_code".
12345
1234
The text grouped with the two blue elements will appear when the code has been entered correctly/incorrectly. You can change the text and the font/size/colour but keep it grouped.
OPEN
Final reward page
Add this black element to reset the game in case someone else uses the same computer to play the game again.
ERROR
Building
With S'cape's DND extension, you can build a different version of the game where players have to collect objects instead of numbers and they them put together to get the final reward. The green boxes with the X still need to be reward pages after each task for the codes to work, but they can be made transparent. There should also be a picture of the object being collected on the page, it doesn't need to be grouped with anything. Use one of the reward overviews (see next two slides) or create your own. Add pictures of your 'building blocks' and group each one with a blue recomp box (numbering must match the order of the activities). Also group them each with a different coloured "Objet" box (there are up to 10 different ones on the last slide). Then make each object DRAGABLE (hand icon). At the place where the object is to be assembled, there must be a "Cible" (=target) box. This box MUST be grouped with something - in the example they are simply grouped with transparent rectangles. If all "Objets" are placed on the matching "Cibles", the object grouped with the black "Global off" box disappears. You can also make something appear with "Global_on" instead. IMPORTANT: You need the yellow "Fonction" box somewhere on the slide.
Rewards
Collect all items, then get him dressed!
Final reward
Rewards
Collect all items, then build the robot!
Final reward
DND by S'cape