Explore, solve and learn maths
An engaging and original escape book for children in the third year of lower secondary school, designed to review and consolidate mathematics learning while having fun!
THE SERIES
PLAYSCAPE – “Play and explore”
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. On each page of the text, readers will find the clue that will allow them to move on to the next step, until the mystery is solved. Each book can be ‘played’ alone or in a group: in the case of cooperative use, everyone wins or loses together. 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.
THE PROFESSOR’S LABORATORY – MATH
The Professor’s Laboratory is a volume in the Playscape series which is specifically aimed at students in the third grade of lower secondary school, for reviewing and consolidating mathematical learning specific to their curriculum.
The topics treated in this volume are: Pythagorean theorems, literal expressions, intersection of circles, planar development of the cube, probability, the diagonal of the cube, equations, lines on the Cartesian plane, sums of negative numbers, pyramid volume, cylinder volume, substitution of variables in algebraic expressions.
CONTENTS
An ordinary afternoon after school turns into an unexpected adventure when you happen to see your science teacher sneaking down into the sewers of your city. What is he hiding? What is he doing so secretly that he has to hide an entire laboratory underground?
Enter the laboratory, solve puzzles and riddles and find out if the professor is a dangerous mad scientist or a chemistry genius.
This volume contains:
An immersive adventure serves as the framework for activities based on mysteries and mathematical and geometric puzzles to be solved
On each page of the text, readers will find the clue (with two or three digits or with decimal numbers) that will allow them to move on to the next step, up to the solution of the mystery. QR codes will provide 3 levels of clues to help those in need
The map of the laboratory in the central pages of the book, and the tools on the back cover, can be cut out to help solve some of the problems
A game progress chart, to be updated with a cross after solving each puzzle, and the table of contents upon which each puzzle is based
Leaf through some selected pages from the book that have been translated into English to facilitate your evaluation:
THE AUTHOR
Andrea Maffia, PhD in mathematics education, is a researcher at the Department of Mathematics of the University of Pavia. A former mathematics teacher in lower secondary school, he deals with the study of learning processes, especially in arithmetic and algebraic fields, from a semiotic point of view. At the heart of his research interests is the use of artefacts (including historical ones) to stimulate learning in the multiplicative field.