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ESCAPE ROOM "Fuga dal panino" I.C. Santa Marinella Sezione B Vignacce a.s 2020-2021                                          Un saluto a tutti i  bambini della sezione B, quest'anno abbiamo deciso di aderire ad un progetto europeo (eTwiinning) ideato e coordinato dalla nostra collega Maestra Elisa delle Fave.         È l'Escape Room, un gioco di logica, di gruppo, basato su enigmi da risolvere. Può essere utilizzato in qualsiasi scuola e applicato a qualsiasi disciplina. I bambini saranno attori e registi e vivranno una situazione ludica in ogni fase del gioco. La Escape Room permette di valutare in maniera formativa e sintetica.  

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ESCAPE ROOM "Fuga dal panino" I.C. Santa Marinella Sezione B Vignacce a.s 2020-2021                                          Un saluto a tutti i  bambini della sezione B, quest'anno abbiamo deciso di aderire ad un progetto europeo (eTwiinning) ideato e coordinato dalla nostra collega Maestra Elisa delle Fave.         È l'Escape Room, un gioco di logica, di gruppo, basato su enigmi da risolvere. Può essere utilizzato in qualsiasi scuola e applicato a qualsiasi disciplina. I bambini saranno attori e registi e vivranno una situazione ludica in ogni fase del gioco. La Escape Room permette di valutare in maniera formativa e sintetica.  

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ESCAPE ROOM"Escape from the sandwich"I.C. Santa Marinella Section B Vignaccea.s 2020-2021 Hello to all parents and children of section B.This particular year, we have decided to join a European project (eTwiinning) conceived and coordinated by our colleague Maestra Elisa delle Fave. It is the Escape Room, a game of logic, group, based on puzzles to be solved. It can be used in any school and applied to any discipline. The children will be actors and directors and will experience a playful situation every step of the game. The Escape Room allows you to evaluate in a formative and summarized manner.

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A SMALL SCHEME TO SIMPLIFY THE READING KEY OF OUR ESCAPE ROOM

INITIAL GOALS
What you want to check / evaluate when designing an escape room

SOFT SKILLS (transversal skills)                                          1. Communication
2. Cooperation
3. Respect the rules
4. Self-assessment                           5. Problem Solving (knowing how to find the fastest and most effective solution to solving a problem)                                                  6. Peer Learning                                KEY EUROPEAN SKILLS                      1. Understanding the messages                                  2. use of technology                              3. learn a topic                   PRODUCTS                                               1. Storytelling… Knowing how to tell a story managing to be engaging Introducing the theme of the game                       2. Setting… an imaginary real situation app to escape from           3. Gamification… translating the starting problem situation into a fun and engaging game                EVALUATION: The teachers will prepare the evaluation                 SELF EVALUATION- Students will self-evaluate- The teachers will prepare a simple satisfaction questionnaire to be submitted to the pupils                                         FINAL OBJECTIVE OF THE PROJECT                                Experiment with the escape room as an evaluation tool Each game session must help the teachers to reach the set goalsIt is possible to collaborate together with pupils of the same age and with the same educational needs

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STRUCTURE OF OUR ESCAPE ROOM "ESCAPE FROM THE SANDWICH"
Our Kindergarten section is made up of 20 children of heterogeneous ages.The children will create the story and the setting .
There are 3 rooms :                              1. The monster's castle                        2. The monster's kitchen, where the giant sandwich is hidden               3. The mysterious forest that will lead them to the end of the game       -STRUCTURE·                                Introduction to the topic· cover· Supplement background CREATING TEAMS 3 groups of 6/7 children of heterogeneous age (for example: 2 b of 3 years, 2 b of 4 years, 5 b of 5 years) FOR EVERY ROOM· Topic· Time to solve the puzzles· Rules· To empower everyone to succeed ESTABLISH THE OBJECTIVE Train the mind of the participants by stimulating the logical, intuitive, decisive ability to achieve a shared goal: FREEDOM GUARANTEE THE PLAYING DIMENSION by fielding and testing the skills ESTABLISH THE RULES OF THE GAME

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ESCAPE ROOM "ESCAPE FROM THE PANINO"THE HISTORY… by the children of section B .                             Children play happily in a garden full of fragrant flowersIn. the distance you can see a GREAT CASTLE Intrigued children decide to go and take a closer look at the GREAT CASTLE. Arrived in front of the door they notice a GIANT LOCK and attached to the nail, very high, a HUGE KEY.                                             HOW TO GET TO THE KEY TO OPEN THE CASTLE ?                   The children open the door and enter the GREAT CASTLE . They are afraid because it is all dark inside .......In the distance a light is seen and strange noises and noises are heard.The children join hands because they are so afraid and go to the kitchen.They open the door, which was ajar… .and in the light of a BIG FIREPLACE they see….… A MONSTER …The MONSTER notices the little intruders and exclaims“HEY YOU! I'M HUNGER! YOU WOULD BE GOOD EATEN IN MY SANDWICH "                            Terrified children run away and hide in every corner of the kitchen ...                                  HOW CAN WE AVOID BEING EATEN AND ESCAPE FROM THE CASTLE?                           The children thus decide to test the MONSTER's intelligence and start inventing riddles.If the MONSTER gets the answer wrong, the kitchen door stays closedIf the MONSTER guesses the answer the door opens and they run away leaving him alone and hungry. Finally the children manage to escape.Outside there is a LARGE AND DENSE WOOD They don't know the way back to their garden.They venture into the woods and discover that on the trees there are SHEETS WITH SIGNS AND WRITINGS.                        HOW TO ORGANIZE US TO PERFORM THE ROUTES WITHOUT Mistaking?If they manage to overcome the LARGE AND DENSE WOOD, they will finally be able to reach the meadow of fragrant flowers and thus acquire FREEDOM

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ESCAPE ROOM "ESCAPE FROM THE PANINO"THE HISTORY… by the children of section B .                             Children play happily in a garden full of fragrant flowersIn. the distance you can see a GREAT CASTLE Intrigued children decide to go and take a closer look at the GREAT CASTLE. Arrived in front of the door they notice a GIANT LOCK and attached to the nail, very high, a HUGE KEY.                                             HOW TO GET TO THE KEY TO OPEN THE CASTLE ?                   The children open the door and enter the GREAT CASTLE . They are afraid because it is all dark inside .......In the distance a light is seen and strange noises and noises are heard.The children join hands because they are so afraid and go to the kitchen.They open the door, which was ajar… .and in the light of a BIG FIREPLACE they see….… A MONSTER …The MONSTER notices the little intruders and exclaims“HEY YOU! I'M HUNGER! YOU WOULD BE GOOD EATEN IN MY SANDWICH "                            Terrified children run away and hide in every corner of the kitchen ...                                  HOW CAN WE AVOID BEING EATEN AND ESCAPE FROM THE CASTLE?                           The children thus decide to test the MONSTER's intelligence and start inventing riddles.If the MONSTER gets the answer wrong, the kitchen door stays closedIf the MONSTER guesses the answer the door opens and they run away leaving him alone and hungry. Finally the children manage to escape.Outside there is a LARGE AND DENSE WOOD They don't know the way back to their garden.They venture into the woods and discover that on the trees there are SHEETS WITH SIGNS AND WRITINGS.                        HOW TO ORGANIZE US TO PERFORM THE ROUTES WITHOUT Mistaking?If they manage to overcome the LARGE AND DENSE WOOD, they will finally be able to reach the meadow of fragrant flowers and thus acquire FREEDOM

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THE MONSTER EXCLUDED:HEY MOUSE ... I'M HUNGRY! (Gruffalo)                 YOU WOULD BE GOOD IN THE SANDWICH... THE CHILDREN OF TODAY!DON'T GET SCARED LIKE ONCE! (Moster & Company)                                    Why talk about monsters?           - Because monsters populate the infantile imagination              - because it is nice to discover this fantastic world to reinvent it and tell it in their own words:return it in a sort of magic mirror that animates, makes the Emotions, the Imaginary and the Fantastic invisible

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THE MONSTER EXCLUDED:HEY MOUSE ... I'M HUNGRY! (Gruffalo)                 YOU WOULD BE GOOD IN THE SANDWICH... THE CHILDREN OF TODAY!DON'T GET SCARED LIKE ONCE! (Moster & Company)                                    Why talk about monsters?           - Because monsters populate the infantile imagination              - because it is nice to discover this fantastic world to reinvent it and tell it in their own words:return it in a sort of magic mirror that animates, makes the Emotions, the Imaginary and the Fantastic invisible

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Costruiamo il setting della storia " fuga dal panino "

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Costruiamo il setting della storia " fuga dal panino "

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La classe sarà virtualmente il contenitore delle tre stanze :
- Il castello del mostro
- La cucina del mostro, dove è   nascosto il panino
- Il bosco misterioso che condurrà alla fine del gioco
Si formano le squadre e si introduce la clessidra come simbolo del tempo e regola da rispettare per eseguire il gioco in maniera perfetta .

LET'S BUILD THE SETTING OF THE "ESCAPE FROM THE SANDWICH" STORY The classroom will virtually be the container of the three rooms: - The monster's castle - The monster's kitchen, where the sandwich is hidden - The mysterious forest that will lead to the end of the game. Teams are formed and the hourglass is introduced as a symbol of time and a rule to be respected in order to perform the game perfectly.

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COME ARRIVARE ALLA CHIAVE PER APRIRE IL CASTELLO

Con un percorso CODING

Perché proprio il Coding ?

Perché è per tutti , facile , divertente ed è un metodo didattico basato soprattutto sul Problem Solving . Il gioco del Coding allena la mente ad usare la logica nelle attività quotidiane . I bambini imparano a Programmare  giocando ,ragionando passo dopo passo sulla strategia migliore per arrivare alla soluzione di un problema più o meno complesso, in altre parole …sviluppare il PENSIERO COMPUTAZIONALE

1st room: the monster's castle HOW TO GET TO THE KEY TO OPEN THE CASTLE With a CODING path Why Coding? Because it is for everyone, easy, fun and it is a teaching method based above all on Problem Solving. The game of Coding trains the mind to use logic in daily activities. Children learn to Program by playing, thinking step by step on the best strategy to arrive at the solution of a more or less complex problem, in other words ... develop COMPUTATIONAL THINKING

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In analogia ai blocchi della programmazione visuale , ogni tessera ha un INCAVO e una PROTUBERANZA tra loro complementari .
L'INCAVO rappresentai punto di ingresso una tessera, mentre la PROTUBERANZA il punto di uscita .
L'INCASTRO garantisce che il punto di uscitala una tessera corrisponde al punto di ingresso nella successiva .
ogni tessera caratterizzata dal colore
AHEAD ( DRITTO) colore grigio, impronte lungo la direzione ingresso-uscita
LEFT (SINISTRA ) color giallo . impronte ruotate di 90°a sinistra rispetto al punto di ingresso
RIGHT ( DESTRA ) color rosso .
Impronte ruotate 90° rispetto al punto di ingresso .
START (PARTENZA ) color azzurro .
Triangolo al centro orientato versoio lato di uscita
STOP ( ARRIVO) color azzurro .
Nessun punto di uscita .Cerchio al centro
ATTIVITA'
-Leggi l'istruzione ...giallo
-Esegui l'istruzione...mi giro a sinistra
-Passa all'istruzione successiva ...si passa sulla tessera successiva e si ricomincia

HOW TO PLAY? (INSTRUCTIONS) In analogy to the blocks of visual programming, each card has a HOLLOW and a PROTUBERANCE complementary to each other. The HOLLOW represented the entry point for a card, while the PROTUBERANCE the exit point. ENCLOSURE ensures that the exit point on one card corresponds to the entry point on the next. Each tile characterized by color AHEAD gray color, footprints along the entrance-exit direction LEFT yellow. footprints rotated 90 ° to the left of the entry point RIGHT red. Footprints rotated 90 ° with respect to the entry point. START light blue.Triangle in the center oriented towards the moldboard on the exit side STOP blue color.No exit point. Circle in the center ACTIVITIES ' -Read the instruction ... yellow - Carry out the instruction ... I turn left - Go to the next instruction ... go to the next card and start over

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Questo è un anno un pò particolare, a causa della  pandemia ,ogni tanto bisogna rimanere a casa e fare scuola da li .
Nasce così Il NOSTRO MOSTRO PERSONALE in LEAD e il VERO MOSTRO DEL PANINO ....

2nd room: The monster's kitchen

This is a particular year, due to the pandemic, every now and then you have to stay at home and do school from there.
Thus was born OUR PERSONAL MONSTER in LEAD and the REAL MONSTER OF THE PANINO

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2° stanza : Il  MIO  mostro ... in LEAD 

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2° stanza : Il  MIO  mostro ... in LEAD 

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Con le indicazioni delle maestre...ONLINE  ( 15/03 -07/04/2021 ) disegnato il NOSTRO MOSTRO PERSONALE  nella sua cucina.
Tornati a scuola (07/04/2021 ) creiamo UN MOSTRO uguale per tutti

2nd room: MY monster ... in LEAD

With the instructions of the teachers ... ONLINE (15/03 -07/04/2021) designed OUR PERSONAL MONSTER in his kitchen.
Back to school (04/07/2021) we create A MONSTER the same for everyone

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Per poter scegliere il mostro giochiamo con una Tabella a Doppia Entrata .
Che cosa è ?
In matematica e statistica è una tabella a DUE CARATTERI ( Variabili) dei quali uno è posto sulla prima riga ( Ascissa) e l'altro è posto sulla prima colonna (ordinata ).
All' incrocio di ogni riga e ogni colonna vi sono degli spazi , dette CELLE , dentro le quali si riportano i dati raccolti .

Si farà una classifica del mostro " più gettonato"...quello sarà il nostro Mostro

DOUBLE ENTRY TABLE
In order to choose the monster we play with a Double Entry Table.
What is it ?
In mathematics and statistics it is a table with TWO CHARACTERS (Variables) of which one is placed on the first row (abscissa) and the other is placed on the first column (ordinate).
At the intersection of each row and each column there are spaces, called CELLS, which contain the collected data.

A ranking will be made of the "most popular" monster ... that will be our Monster

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2° stanza : La cucina del mostro dove è nascosto il panino gigante                     2nd room: The monster's kitchen where the giant sandwich is hidden

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2° stanza : La cucina del mostro dove è nascosto il panino gigante                     2nd room: The monster's kitchen where the giant sandwich is hidden

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COME POSSIAMO EVITARE DI ESSERE MANGIATI E FUGGIRE DAL CASTELLO?

Con gli indovinelli …..

Si gioca con i bambini ad inventare indovinelli

SE DALLA CUCINA VOLETE USCIR LA SOLUZIONE DI QUESTI INDOVINELLI AL MOSTRO DOVETE SUGGERIR …....

With riddles ... ..
We play with children to invent riddles

IF FROM THE KITCHEN YOU WANT THE SOLUTION OF THESE RIDDLES TO COME OUT TO THE MONSTER YOU MUST SUGGEST ... ....

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Se il MOSTRO sbaglia la risposta la porta della cucina resta chiusa
Se il MOSTRO , con il suggerimento dei bambini , indovina la risposta la porta si apre e loro scappano via lasciandolo solo e affamato .

Saranno 6 gli indovinelli che assicureranno la fuga dalla cucina e finalmente l'accesso alla terza stanza ( il bosco misterioso ) prima di arrivare alla tanto agognata LIBERTA'

Col collo mio lungo,che sembra una staffa , le palme raggiungo ….mi chiamo GIRAFFA

Quando piove ti son caro, che dell'acqua ti riparo , quando invece il tempo è bello resto a casa … sono L'OMBRELLO

Ho corna e barbetta, bruco tra l'erbetta … mi chiamo CAPRETTA

Nel cielo di notte brilla e scintilla lucente e bella … si chiama STELLA

Do la caccia al topolino, ho un bel pelo morbidino , occhi verdi , lunghi baffi , se mi arrabbio sono graffi ...mi chiamo GATTO

Ho il naso lungo e forte , due grosse zanne torte , sono grosso e pesante … mi chiamo ELEFANTE

If the MONSTER gets the answer wrong, the kitchen door stays closed
If the MONSTER, with the children's suggestion, guesses the answer, the door opens and they run away leaving him alone and hungry.

There will be 6 riddles that will ensure escape from the kitchen and finally access to the third room (the mysterious forest) before reaching the much desired FREEDOM

With my long neck, which looks like a stirrup, the palms reach…. My name is GIRAFFE

When it rains I am dear to you, I shelter you from the water, but when the weather is nice I stay at home ... I am THE UMBRELLA
I have horns and a beard, a caterpillar among the grass ... my name is CAPRETTA
In the night sky it shines and sparkles bright and beautiful… it's called STAR

I hunt the mouse, I have a nice soft fur, green eyes, long mustache, if I get angry it's scratches ... my name is CAT

I have a long and strong nose, two big twisted fangs, I am big and heavy ... my name is ELEPHANT

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IL GRANDE E FITTO BOSCO

COME ORGANIZZARCI PER USCIRE E CONQUISTARE LA LIBERTA'

3 ROOM
The Big and Dense forest

How to organize ourselves to go out and conquer freedom

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THIRD ROOM

THE LARGE AND DENSE WOOD

How to organize ourselves to go out and conquer freedom

WITH THE PATHS OF PSYCHOMOTOR

Teams are formed to enter the woods

There is a dice, colored cards: green, blue, pink.

The foreman rolls the die

WHAT NUMBER? 3?

WHAT COLOR OF THE CARDBOARD? GREEN?

Teammates look for clues ... there are colored cards on the trees

The whole team places the right number of cards on the ground directed towards the exit ...

They pass over it and…. I'm out, free !!!

Each team performs this routine and once out of the woods with conquered freedom