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Will It Escape Room? Unlocking Game-Based Learning With Your Current Toolkit

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Philadelphia Marriott Downtown, Franklin 7/8

Explore and create: Deep-dive Creation lab
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Presenters

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Instructional Designer
Francis Tuttle Technology Center
@amadills
@educationalescaperooms

Session description

Game designers are wizards at keeping players engaged. This session will combine game design strategies with tech you’ve already mastered (Google Apps, Microsoft Suite, etc.) to create educational escape room activities. Get a behind the scenes look at the presenters “Will It Escape Room?” project, and gather templates/tips for your own activities.

Purpose & objective

The purpose of this presentation is to share fundamental techniques for creating game-based learning artifacts using an educator's current tech skillset. These techniques will be focused on creating digital escape rooms, but they can also be applied to creating a wide variety of digital learning artifacts. The presentation will also include a summary of my "Will It Escape Room?" project, which could provide educators with lots of tech tricks and tutorials using a variety of tools, but also provide an inspirational model of low-stakes experimentation.

Within the presentation, participants will have the chance to plan their own digital escape room activity and explore many other templates and examples. They will also be participating (as students) in a variety of digital interactions, such as collaborative Google Docs, and several escape-room-style activities.

As evidence of success, participants will be invited to share their progress at the end of the session, and the presenter will provide feedback and suggestions as time allows.

*NOTE: This presentation would be a follow-up companion offering to the "Digital Escape Room" Session I presented at ISTE in 2022. However, where that presentation was focused on a specific process and toolset for creating 1 escape room, this presentation would dive more into the principles of Game-Based learning and presenting a range of tech-agnostic strategies that would work with other tool-verses (Google, Microsoft, Apple, LMSes, etc.)

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Outline

Part 0: What is Escape Room?
Participants will participate in a brief "generic escape room" activity (in order to familiarize them with the escape room concept) as a "bell ringer" to kick off the presentation.

Part 1: Why Escape Room?
A brief introduction to game-based learning principles, specifically:
- Learners have the power to affect their environment
- High stakes fantasy or narrative (competition and collaboration, novelty, etc.)
- Low "real world" stakes (freedom to fail, scaffolding, etc.)

Part 2: How Escape Room?
Simplifying a digital escape room activity to its core elements: Lock, Room, Path, Clue, Timer, and Puzzle, as well as the core mechanic behind it: Conditional Release of Content, and how these can be implemented with a wide variety of tech tools

Part 3: Will It Escape Room?
A brief review of my "Will It Escape Room?" experiment, in which I attempt to create escape room activities using a variety of tools and file types, including Canvas, PDFs, Google Drawings, Notion, One Note, YouTube, etc -- along with templates and examples of each experiment

Part 4: We'll Escape Room!
Using audience voting, combined with Generative AI tools, we'll all design a new custom escape room activity from scratch, using a unique combination of tools, topics, and techniques.

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Supporting research

Maxwell Hartt , Hadi Hosseini & Mehrnaz Mostafapour (2020): Game On:
Exploring the Effectiveness of Game-based Learning, Planning Practice & Research, DOI: 10.1080/02697459.2020.1778859
Found at: https://doi.org/10.1080/02697459.2020.1778859

Educause Games and Learning Constituent Group (2014): 7 Things You Should Know about Games and Learning. Found at https://library.educause.edu/-/media/files/library/2014/3/eli7106-pdf.pdf

Ellis, Charlotte (2021): Online Escape Room Tool Guide. Found at https://celt.wp.derby.ac.uk/online-escape-room-tool-guide/

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Session specifications

Topic:
Games for learning & gamification
Skill level:
Intermediate
Audience:
Professional developers, Teachers, Teacher education/higher ed faculty
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:
This presentation will be platform-agnostic, but participants should at minimum have a smartphone or tablet they can use to participate in the various digital activities and feedback portals. Those who would like to "build along" during the session will need their own laptop or computer with access to the internet and their most commonly used softwares.
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.