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Your Students Can Design Challenging and Fun Escape Rooms!

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Pennsylvania Convention Center, 115B

Explore and create: Exploratory Creation lab
Preregistration Required
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Presenters

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Instructional Specialist
eMINTS National Center
@dougemints
@doug.caldwell.87
Doug Caldwell has been working as an Instructional Coach for the eMINTS National Center for the past 22 years. eMINTS is a collaborative program sponsored by the University of Missouri College of Education that focuses on supporting high-quality teaching powered by technology. Each year he provides digital leadership advice, training, and coaching to school educators on supporting technology integration in their schools. Doug is formerly a K-12 public school teacher and holds an Ed.S degree in Educational Technology from the University of Missouri.
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Educational Program Coordinator III

Session description

A student-designed escape room is an engaging way for children and adults to learn new things! While creating escape rooms, students demonstrate knowledge and experience the elements of gamification design. Anyone can build one using our free planning — we will show you how!

Purpose & objective

Escape Rooms are becoming a very popular activity in schools and communities worldwide. Following a few important design steps, students and teachers alike can design their own! This is the opportunity to engage students in online and collaborative learning that encourages creativity, teamwork, persistence, and problem-solving. Free internet and Google-provided tools combined with content standards make for a powerful and fun experience that teachers and students can enjoy together!

During this workshop participants will:

-Learn how to design an Escape Room
-Visit with the presenters and use a simple Google Doc template to design and plan
-Work with other participants to design and set sample puzzles
-Test/solve those sample puzzles together to beta test how students will perform with the locks
-Receive resources, advice, templates, and 1:1 planning assistance
-Make something useful! Maximize conference time by planning an Escape Room lesson to use in the classroom

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Outline

Introducing Participants to the Session Outcomes
-(5 minutes) We will begin with an introduction to the session objectives and discuss and demonstrate the need for students to design Escape Rooms as a model for problem-solving and critical thinking.

1. (10 minutes) We will begin our plans, download the template to user devices, and then discuss the content, standards, and student processes that they want to include in their designs.

2. (5 minutes) Then, we will discuss the selection of themes and settings that are used to involve the user in an Escape Room.

3. (10 minutes) Next we will display possible usages of Google Tools like Slides, Docs, Drive, and Keep for students to use when designing problems within an Escape Room.

4. (10 minutes) Then, we will work together to determine the setups and supplies that are required to prepare for working through the problems found in the activity.

5. (10 minutes) Next, we will look at specific puzzle types that students can include in a classroom Escape Room. The participants will work in teams to prototype an example puzzle using their subject area content and a provided lock.

6. (5 minutes) Finally, teams will trade puzzle prototypes and practice solving locks using hints and clues found hidden within the session presentation. (Teams will each be typing on a shared presentation so that all participants can access and benefit from the creativity of the group.)

Reflection (5 minutes)
We will conclude by wrapping up any questions by the participants and allowing time for attendees to voice which tools, concepts, and/or puzzles they plan to provide students as they develop their plans. Participants will be able to take their google doc template home from the conference and use it with their own students!!

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Supporting research

Active Learning, such as found in an "Escape Room" is a hallmark of the eMINTS Instructional Model.

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8305373/#:~:text=Escape%20rooms%20can%20generate%20intrinsic,engagement%20for%20higher%20education%20programs.

eMINTS is featured in the “What Works Clearinghouse” for research findings that show positive impacts on student engagement and learning in schools.

http://emints.org/wp-content/uploads/2014/05/eMINTS-Research-Findings-Summary_updated-04.15.2015.pdf

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Professional developers, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: iOS, Windows, Android
Subject area:
Computer science, Social studies
ISTE Standards:
For Educators:
Collaborator
  • Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.