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Escape from Monotony: Transforming Basic Activities Into Mind-Bending Puzzles

,
Pennsylvania Convention Center, 105AB

Participate and share: Interactive session
Recorded Session
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Presenters

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Technology Resource Teacher
Portsmouth Public Schools
@2Educ8All
For over 15 years, I served as an Elementary Special Education Teacher and Technology Resource Teacher. I enjoy collaborating with teachers to create cross-curricular lessons. One of the most significant rewards of my position is when students make connections through analyzing and evaluating content to demonstrate what they have mastered through technology-integrated projects.
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Technology Resource Teacher
Portsmouth Public Schools
@LHTRT76
@hischildlaura
I have been an educator for 17 years; fifteen of those teaching fourth and seventh grades and two as a Technology Resource Teacher. I love building activities that challenge the students and enhance classroom instruction. Troubleshooting and problem solving are some of my favorite activities, and I enjoy employing those skills daily in every classroom, with every teacher, and with every student in my building. I enjoy bringing light and positivity to my building and encouraging everyone, even those that are hesitant, to try new things and step out of their comfort zone.

Session description

Join us on our world tour and escape the monotony of old-fashion worksheets! Learn how to build mind-bending puzzles that will engage your students. We'll put these puzzles in a neatly organized Google Site and build an exciting introductory scenario video to ramp up the adventure.

Purpose & objective

After attending the session, participants will be able to:
*Define and identify the components of a breakout room
*Build multiple examples of the various activities
*Plan and build their own room
*Initiate a Google Site
*Create a Jigsaw Puzzle
*Engage in the breakout room experience from the student perspective

Educational Challenges:
*Students must have access to computers to successfully interact with the breakout room components/puzzles
*Constructing Digital Breakout Rooms requires a significant time investment. To assist with this challenge, we have created a library of templates to jumpstart the creation process.

Technology Intervention:
*Google Apps for Education and Jigsaw Planet are the primary technology resources used for these activities. These programs will be introduced and explained during the session.

Models Employed:
*This session is designed for self-paced learning. All of the various components are introduced throughout the session, but tutorial videos are embedded within the presentation for step-by-step modeling and guidance as teachers create their own after attending the session.

Instructional Activities:
*Introductory scenario videos are created through WeVideo
*Google Sites is used as the housing for all of the room components
*Jigsaw Planet is used to create and embed the jigsaw puzzles in the Google site
*Google Slides are used to construct all of the puzzles for the digital breakout rooms

Evidence of Success: We offered this session as a three week course in the winter of 2022. The participants were very responsive and successfully built their own Breakout Rooms based on their given content area. As a review before standardized testing, one of these rooms was used as a sixth grade math review. The students scored significantly higher on the standards covered in the Breakout Room than on other standards that were not covered. With regards to behavior management, I observed student engagement and collaboration even in the liveliest classroom environments.

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Outline

Introduction - 2 min
Objectives - 2 min
Sample Intro Video - 1 min
Breakout Room Components - 5 min
Breakout Room Planning Form - 2 min
Creating a Google Site - 7 min
Explanation of Various Breakout Activities with Samples and Tutorial Videos -10 min
Accessing the Template Library and Pre-made Rooms - 5 min
Experience the Summer Vacation World Tour Sample Room - 15 min
Q&A and Prizes -10 min

Participants will navigate through the presentation simultaneously with the presenters on their individual devices. Participants will begin planning for and building their own breakout rooms. Participants will experience a digital breakout room by solving puzzles for prizes.

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Supporting research

Duncan, K. J. (2020). Examining the effects of immersive game-based learning on student engagement and the development of collaboration, communication, creativity and critical Thinking. TechTrends, 64(3), 514–524.

Makri, A., Vlachopoulos, D., & Martina, R. A. (2021). Digital escape rooms as innovative pedagogical tools in education: A systematic literature review. Sustainability, 13, 4587.

Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166, 104156.

https://tinyurl.com/Breakout-Room-Literature (Link to a folder containing the actual articles listed above.)

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Intermediate
Audience:
Coaches, Library media specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Participants will need access to the internet and their email. They will also need access to Google Apps for Education including Drive, Sites, Drawings, and Slides. A subscription to WeVideo is preferable.
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.