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

Using #EdTech to Transform your Class into an Escape Room

Participate and share

Participate and share : Interactive lecture

Monday, June 24, 10:00–11:00 am
Location: 119AB

Eric Guise   Nicholas Johnson  
Do you have a topic or a lesson that you want to make come alive but you just don't know how to make it happen? Try Game-Based Learning! Create a personalized learning experience where students collaborate to solve content-based puzzles to open lock-boxes and "escape".

Audience: Teachers, Technology coordinators/facilitators, Library media specialists
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: A device with a QR Code Reader

Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: 6-12
ISTE Standards: For Coaches:
Digital Age Learning Environments
  • Coach teachers in and model use of online and blended learning, digital content, and collaborative learning networks to support and extend student learning as well as expand opportunities and choices for online professional development for teachers and administrators.
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
For Educators:
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.

Proposal summary

Purpose & objective

Teachers will be able to create an Escape the Room to bring back to their schools.

Teachers will be able to integrate different edtech applications to promote a real-world learning experience for their students.

Teachers will be introduced to Game-based Learning and Blended Learning Models of instruction.

Teachers will learn about gamification strategies that help motivate and engage their students.


Introduction: Participants will receive background information on game-based learning, gamification, blended learning, and escape the room challenges. (15 minutes)

Escape the Room: Participants will attempt to complete a previously created Escape the Room. (60 minutes)

Discussion: The whole group will share their thoughts and discuss their thoughts after having completed an educational Room Escape (15 minutes)

Room Escape Creation: In small groups, participants will work to create their own Room Escape using the resources, tips, and guides that we provide. (60 minutes)

Presentation of Learning: Participants will share what they have created with the larger group so that ideas may be shared amongst all attendees. (15 minutes)

*Can be modified depending on presentation method to fit a 90-180 minute session!

Supporting research

Cicchino, M. I. (2015). Using game-based learning to foster critical thinking in student discourse. Interdisciplinary Journal of Problem-Based Learning, 9(2), 4. doi:10.7771/1541-5015.1481

Clarke, S. J., Peel, D. J., Arnab, S., Morini, L., Keegan, H., & Wood, O. (2017). EscapED: A framework for creating educational escape rooms and interactive games to for Higher/Further education. International Journal of Serious Games, 4(3) doi:10.17083/ijsg.v4i3.180

Dutton, L. (2016). Breakout edu. The School Librarian, 64(2), 83.
Framework for 21st Century Learning. (2002). Retrieved July 18, 2018, from

Harmes, J. C., Welsh, J. L., & Winkelman, R. J. (2016). A framework for defining and evaluating technology integration in the instruction of real-world skills. In S. Ferrara, Y. Rosen, & M.
Tager (Eds.), Handbook of research on technology tools for real-world skill development (pp. 137-162). Hershey, PA: IGI Global.

Harris, J., & Al-Bataineh, A. (2015). One to one technology and its effect on student academic achievement and motivation. Paper presented at the Proceedings of Global Learn 2015, 579-584. Retrieved from

Keengwe, J., Onchwari, G. & Agamba, J. (2014). Promoting Effective E-Learning Practices through the Constructivist Pedagogy. Education and Information Technologies, 19(4), 887-898. Retrieved January 12, 2018, from

Romero, M., Usart, M., & Ott, M. (2015). Can serious games contribute to developing and sustaining 21st century skills? Games and Culture, 10(2), 148-177. doi:10.1177/1555412014548919

Spires, H. A. (2015). Digital game-based learning: What's literacy got to do with it? Journal of Adolescent & Adult Literacy, 59(2), 125-130. doi:10.1002/jaal.424


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Eric Guise, Hopewell Valley Central High

Eric Guise is a media specialist and technology coach with more than a decade of experience as a biology teacher. As co-creator of GotTechED the Podcast, Eric has teamed up with long-time friend and officemate, Nick Johnson, to share his educational technology expertise with teachers around the world. Eric is a recognized professional development and educational technology expert, who has presented at countless events, including ISTE, NJECC, and the NJ Science Teachers Convention. Eric was named the 2016 Biology Teacher of Year by the New Jersey Biology Teachers Association and is currently pursuing an EdD in Leadership in Digital Transformation in Educational Technology.

Nicholas Johnson, Hopewell Valley Central High School

Nick Johnson is a chemistry teacher, educational research consultant, and professional development specialist. As co-host of GotTechED the Podcast, Nick has teamed up with his long-time friend and officemate, Eric Guise, to share his educational technology expertise with teachers around the world. Nick is also pursuing a Master of Science in Educational Theory and Practice and was recently selected as a 2018 Governor’s Educator of the Year and the 2018-2019 Mercer County NJ Teacher of the Year.

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