Ital.IA Lab for School, new webinar on the educational use of the Digital Escape Room
Transforming lessons into missions to be solved, where every clue is a piece of subject content and every mistake becomes a learning opportunity. This is the promise of the webinar “Escape room: Game-based learning and gamification for engaging teaching”, scheduled for 24 February from 4.30 p.m. to 5.30 p.m., promoted as part of the Ital.IA Lab for School project with Microsoft.
The meeting will be led by teacher ambassador Felicia Bitetti, who accompanies teachers of all levels in the design of Digital Escape Rooms (DER): interactive narrative environments that integrate game-based learning and gamification to make learning active, collaborative and challenging.
From theory to design: the escape room as a teaching tool
It is not a matter of “playing in class”, but of rethinking the very structure of the lesson. The Digital Escape Room becomes a methodological synthesis based on social constructivism and Vygotsky's Zone of Proximal Development: students learn together, overcoming calibrated challenges that require cooperation, critical thinking and problem solving. Artificial intelligence, in particular Copilot, comes in as a creative co-pilot: it supports the teacher in generating storylines, immersive settings, customised images and materials adapted to different class levels. It does not replace educational design, but enhances it, freeing up time and expanding narrative possibilities.
Concrete tools to promote “flow”
During the webinar, participants discover how to integrate:
- Genially to build the interactive architecture of the experience;
- LearningApps to develop the logic of the puzzles and the verification dynamics.
The goal is to design paths that promote a state of flow, in which the challenge is proportionate to the students' skills. In this context, mistakes are not penalised but provide constructive feedback: each attempt contributes to understanding, strengthening motivation and self-esteem.
Digital skills and inclusion
The design of digital escape rooms also becomes an opportunity to develop skills consistent with the DigComp 3.0 framework: digital content creation, online collaboration, problem solving, and conscious use of AI. Multimodality (text, images, audio, interactions) promotes inclusion, while the co-creation of puzzles and narratives stimulates active participation and a sense of responsibility.
Ready-to-use classroom materials
At the end of the meeting, teachers receive operational materials and teaching sheets to replicate the experience in their own classrooms, adapting it to different school levels and subject areas.
With Ital.IA Lab for School, artificial intelligence enters the classroom not as a simple technological tool, but as a methodological lever to build deeper, more engaging and inclusive learning experiences.