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Copia - Escape room: triennio invalsi

Luigina Girolimoni

Created on October 26, 2024

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Transcript

Completa il percorso risolvedo i quesiti che incontri

Continue

New Game

Scegli un avatar, completa le cinque tappe del percorso e alla fine disporrai del codice di uscita

Completa il percorso risolvedo i quesiti che incontri

Next

Next

WEIERSTRASS
Lagrange
Eulero
Ipazia

Choose your avatar

REWARDS

80%

Task 5

Task 4

Task 3

Task 2

Task 1

Map

REWARDS

80%

without avatar

Reto 1

Reto 5

Reto 3

Reto 4

Reto 2

Map

Unlocked once all challenges have ben completed.

Final reward

REWARDS

We have recovered these figures, will it work?

1234

<

12345

ERROR

OPEN

1234

Back

Basado en GICODE de S'cape

It will disappear when the padlock is opened.

You can change the keyboard layout by putting those transparent squares on the top layer.

Above the numbers there is a transparent box which is actually the original numbers of the padlock. You can see them by removing the transparency.

This button will appear when the lock is unlocked. It can be changed by ungrouping and grouping it with whatever you want. Don't forget to add a link to the final reward page.

Here you will see the digits we have achieved in each challenge and the digits we need to unlock the lock (optional).

All text can be customised, changing font and colour.

Do not touch this ->

Unlock the lock

Next

Challenge 1

Next

Challenge 1

Lesoluzioni dei due quesiti precedenti

Cinque lettere maiuscoli

Next

Un televisore costa a un commerciante € 100. Il commerciante lo immette sul mercato a un prezzo di vendita pari al costo di acquisto aumentato del 20%. Nel periodo di saldi il commerciante decide di praticare uno sconto del 20% sul prezzo di vendita del televisore. Qual è il prezzo di vendita dopo lo sconto?

Challenge 2

Next

Challenge 2

Next

Challenge 2

Le soluzioni dei tre quesiti precedenti

Numeri e lettere (maiuscole)

Next

Challenge 3

Next

Challenge 3

Le soluzioni della challenge 3

Lettere maiuscole

Next

Challenge 4

Next

Challenge 4

Le soluzioni dei quesiti precedenti

Lettere maiuscole

Next

Challenge 5

Next

In una scuola si vogliono fare delle magliette con il logo dell'istituto da vendere al prezzo di € 9 ciascuna. La ditta che produce le magliette propone un costo fisso di € 400 e un costo di € 4 a maglietta. Indica con n il numero di magliette vendute. Quale delle seguenti disequazioni permette di calcolare il numero di magliette da vendere per avere un guadagno minimo di € 500?

Challenge 5

Le soluzioni della challenge 5

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.

Templates

Template

Choose the model that best suits your Breakout's aesthetics

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.

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.

Progress bars

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 on the first page to be grouped with a continue button.

80%

80%

80%

80%

80%

80%

1234

OFF Boss. Group with image or any Genially element. Disappears when the final reward has been received.

Group with image or any Genially element. It will be hidden when you complete a mission.

OFF

Lock boss. Group with image or any Genially element. to lock the final riddle or padlock. It will disappear when all challenges are completed.

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.

locks

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

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.

Template

Digits. Number achieved by solving a challenge

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.

80%

80%

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.

Add links to your activity/task pages. Also add a link to the reward page.Add one of the progress bars below.

Map 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.

Avatar page

Introduction page

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.

Title page

Mandatory element on the first page to be grouped with a "continue game" button. You also need a "new game" button

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.

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.

Reward page

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.

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.

Group this text with the names of your challenges - this is where you need to click to make it move.

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)

Optional: If you want your character/avatar to move around the map, use the extension below.

Map page

Game completed. Optional. Can be used if no lock is used. Place this object on a page where you want the game to end.

OFF Boss. Group with image or any Genially element. Disappears when the final reward has been received.

Group with image or any Genially element. Appears when the final reward of the itinerary has been achieved.

Other optional elements

Add a link to the map page.

Group this with a picture/text that covers the link to the final reward page. It will disappear when all activities have been completed.

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.

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.

Reward overview

12345

ERROR

OPEN

1234

1234

Add this black element to reset the game in case someone else uses the same computer to play the game again.

Final reward page

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.

Optional: The text/picture grouped with the red box will disappear when the correct code has been entered.

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.

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.

"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".

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).

Lock page

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.

Building

Collect all items, then get him dressed!

Final reward

Rewards

Collect all items, then build the robot!

Final reward

Rewards

DND by S'cape