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Using Design Methods to Develop Escape Rooms for Your Students

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Colorado Convention Center, Mile High Ballroom 3B

Explore and create: Exploratory Creation lab
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Presenters

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Educational Program Coordinator III
Nicholas Anthony Linke is an eMINTS National Center educational program coordinator. After graduating from University of Missouri with a duel degree in Biology and Philosophy and returned for his Maters in Learning, Teaching, and Curriculum. He also taught as science teacher for 11 years in the rural heartland. He served as researcher, program designer, and trainer for grants including Teach Evolution, Innovation in the Heartland: Design Through Inquiry, and Prosocial Active Learning. In his personal life, he enjoys creating with his wife including: writing new adult fiction, illustrating their children's books, podcasting about parenthood, and editing video memories staring their three children.
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Learning Designer
eMINTS National Center
Ben is a Learning Designer at eMINTS National Center, specializing in instructional technology and design. He is passionate about integrating practical applications of AI and other technologies into K-12 education, aiming to enhance and transform the learning experience for both students and educators. Outside of his day job, Ben enjoys creating and sharing Minecraft worlds and lessons with fellow educators, bringing the magic of gaming into the classroom.

Session description

Let's design an Escape room in this together! Well-designed Escape Rooms are places where children and adults learn new things in an active adventure! When creating escape rooms for students we can demonstrate design theory and include the elements of gamification design. Our free planning guide hows the way!

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:
Smartphone: iOS
Laptop: Chromebook
Tablet: iOS
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
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.