Using #EdTech to Transform your Class into an Escape Room
Participate and share : Interactive lecture
Monday, June 24, 10:00–11:00 am
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|
|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|
|ISTE Standards:||For Coaches:
Digital Age Learning Environments
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!
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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
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.
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.