Virtual "Escape the Room" Games with Google Slides and Forms
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Colorado Convention Center, 603
Presenters


Session description
Purpose & objective
The main objectives are for teachers to be introduced to the world of virtual "Escape the Room" games and to be given the skills/knowledge needed to create their own.
Participants will be able to insert and layer images on a Google Slide to create virtual scenes.
In Google Slides, participants will be able to turn images into hyperlinks. These hyperlinks will lead to other slideshows, websites, or activities.
Participants will be able to use Google Forms to create digital "locks" where students will be given hints for wrong answers. Upon successful submission, a hyperlink will appear to bring students to the next scene or activity.
Participants will be able to use the skills they learned to create virtual "escape the room" games using Google Slides and Forms.
Outline
The audience will be introduced to the concept of virtual "escape the room" games. This should take about five minutes.
They will participate in a virtual "escape the room" game created by the presenters. This will give them a deeper understanding of the concept and what a lesson incorporating this tool would be like for students. This should take about fifteen minutes.
The presenters will then teach attendees the skills needed to create their own virtual "escape the room" games. This will include creating virtual scenes using Google Slides and creating "locks" using Google Forms. Attendees will be encouraged to create their own scenes and locks as they follow along. This should take about thirty minutes.
The presenters will then provide time for attendees to ask questions and have them answered. This should take about ten minutes.
Supporting research
Please use the link below to see our annotated bibliography.
https://docs.google.com/document/d/1tihPgAQ6PBzLtOJ0oQrpjelnLY6dFJ4j8AbiDl_n8i8/edit?usp=sharing
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
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.
- Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.