Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Escape From the Mundane

Explore and create
Pre-registration required

Explore and create : BYODex

Wednesday, June 26, 10:30 am–12:00 pm
Location: Franklin 11-12-13, Marriott

Brad Launius   Orven Williams  
Learn how to use tech tools like Makey Makey to create and solve escape rooms to engage students across the curriculum using collaboration, communication, problem-solving and higher-order thinking.

Audience: Curriculum/district specialists, Teachers, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials: An account created on would be extremely helpful for the Makey Makey portion of this session.
Focus: Digital age teaching & learning
Topic: Computer science and computational thinking
Grade level: 6-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Computational Thinker
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
For Educators:
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.

Proposal summary

Purpose & objective

Participants would leave with a knowledge of incorporating BreakoutEDU/escape rooms within their subject areas, how to create challenges within the BreakoutEDU platform, and how to use Makey Makey microcontrollers with all levels of students.

We have taken Makey Makey to schools in our area for use in GT classrooms as well as SPED classrooms. As a tool, it can control the keyboard using any semi-conductive material, including skin, playdough, graphite, and bananas.


Participants will be introduced to BreakoutEDU in a whole group setting (5-7 minutes).

Participants will be divided into 5 smaller groups to complete a presenter-designed game challenge, BreakoutEDU, that will incorporate the Makey Makey microcontrollers as a tool used to solve a lock (40-45 minutes).

Participants will then be split into 2 groups and given 20 minutes with Makey Makey instruction and 20 minutes with BreakoutEDU creation.

Supporting research

One of the first E's of the 5E model is "Engage" and these tools are ones that will engage students at the beginning of class. The sheer excitement of being able to convert the classroom into an "escape" room will captivate most.

As far as microcontrollers are concerned, programming is causing waves throughout our educational systems even though many teachers have a healthy fear of how to incorporate it into their classrooms. These relatively inexpensive devices can help teachers connect their students to game design and controlling that game with household items.

More [+]


Brad Launius, Henderson State University
Orven Williams, Hensderson State University STEM Center

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