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Escape Rooms to Unlock the Power of Computational Thinking

,
Pennsylvania Convention Center, 204A

Participate and share: Interactive session
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Presenters

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NYCDOE
P.S.31Q The Bayside School
@WesthallJo
@TeachwithSteam
Jo Ann was recently honored as a 2023 FLAG Award for Teaching Excellence Finalist, recognizing and celebrating extraordinary public school teachers who inspire learning through creativity, passion, and commitment. A 2019 Big Apple Award Recipient for Teacher Excellence, New York City Schools. 2017 New York Daily News Hometown Hero Nominee for Education. NYS K-12 Educational Technology Specialist. JoAnn Westhall is currently an NYCDOE Computer Science (CS) and Technology Teacher, as well as a CS Instructional Coach and CS4all Teacher Trainer.
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Technology Teacher
P.S.41Q
@techwithcindy
Cindy is a K-5 technology teacher and the author of a children’s book, “Clara Perseveres.” She loves engaging her students in lessons on computational thinking, digital applied skills, and digital citizenship. She believes that all students should have digital access and computer science lessons. Cindy is also a Certified Google Trainer and Innovator. She has presented at ISTE19, CS4All TeacherCon, CSTA, and #NYCSchoolsTech Summit and awarded the NYC DOE Excellence in School Technology Award Winner 2021 and the FLAG Award Finalist 2022.

Session description

Explore examples of how escape rooms can be implemented to support and reinforce computational thinking concepts and the different modalities for effective, highly engaging lesson delivery. Through demonstrations of proven strategies and interactive engagement, this session will provide resources you can bring back to your classroom.

Purpose & objective

Many teachers express fear surrounding the prospect of teaching Computer Science (CS), especially in the elementary grades. Approaching CS instruction through the lens of applied computational thinking and problem solving is an engaging entry point. Making use of escape rooms can help support collaborative problem solving for computational thinking in a fun and engaging way that reinforces content specific instruction.

We will be looking at the use of both digital and physical escape room platforms.
Participants will be shown video examples and excerpts of successful classroom implementation documenting student achievement targeting computational thinking strategies and vocabulary acquisition.

The session will have participants engage in various escape room formats including- Breakoutedu (physical and digital), Google Forms and Google Slides.

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Outline

The audience will be introduced to computational thinking to begin the activity. Attendees will need to collaborate and discuss with other educators to solve puzzles and unlock the next one. Learning is not a spectator sport so when we engage our audience and get them to participate, it will make learning more meaningful. The activity will also model for other educators how it can work in their classroom. There are many pre-created ones that can be modified to work in the classroom and ways to create their own easily.

00:15-00:20 minutes Presenters will hold an Escape room activity and attendees will build their understanding of computational thinking and complete puzzles while learning content.
00:20-00:45 minutes Presenters will model how to create or modify content and use it in attendees' own classrooms. Presenters will discuss and share escape room resources and have attendees brainstorm and build one together.
00:45-00:60 Presenters will review materials, answer questions, and share feedback from attendees.

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Supporting research

Being out of the classroom for two years has taken a toll on educators and students. It's time to re-engage and re-ignite the fun and exciting parts of being in the classroom.

Escape Rooms Teach Students The ‘How’
https://everfi.com/blog/k-12/4-escape-room-ideas-for-classrooms/
Using digital Escape Rooms to Make Learning Fun
https://www.edutopia.org/article/using-digital-escape-rooms-make-learning-fun
The Rise of Educational Escape Rooms https://www.theatlantic.com/education/archive/2016/07/the-rise-of-educational-escape-rooms/493316/
How to build a classroom escape room to spark curiosity in learning https://blog.neolms.com/classroom-escape-room/

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Session specifications

Topic:
Computer science & computational thinking
Grade level:
3-5
Skill level:
Beginner
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:
Google Forms
Google Slides
Breakout Edu
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.