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Flippity Fun: Revamping Engagement through Digital Escape Rooms

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Poster
Poster Theme: Innovating with STEAM & AI
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Session description

Explore how to create digital escape rooms using Flippity to engage students across any subject. Participants will experience sample escape room stations and receive resources to bring digital escape rooms to their own class.

Outline

(As a poster presentation, actual interactions will vary based on attendees interest, questions, and previous knowledge)

Welcome & Program Overview
- Introduce the concept of digital escape rooms and how Flippity can be used for any subject.
- Explain the goal: engaging students through gamified, interactive learning experiences.

Escape Room Demonstration
- Walk through sample escape room stations using Flippity apps like Locks, Sort, and Flexcards.
- Highlight different puzzle types, interactive elements, and subject integrations.
- Engagement: Attendees can participate in sample stations themselves to experience the activities firsthand.

Design Ideas & Resources
- Show examples of completed escape rooms and discuss creative ways to adapt them to different subjects and grade levels.
- Share supplemental tools, including Google Forms, puzzles, and task cards, to expand escape room design.
- Engagement: Attendees explore resources on devices and brainstorm ways to implement similar activities in their classrooms.

Implementation Strategies
- Discuss tips for creating subject-specific challenges, differentiating for diverse learners, and incorporating station-based gamification.
- Engagement: Attendees ask questions and share ideas with peers about classroom applications.

Q&A and Discussion
- Open opportunity for attendees to ask specific questions, troubleshoot challenges, and exchange practical tips.

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Outcomes

After this session, participants will be able to create digital escape rooms using Flippity apps such as Locks, Sort, and Flexcards, tailored to any subject or grade level. They will design engaging, gamified challenges that incorporate authentic problem-solving and collaboration for diverse learners, and integrate supplemental tools like Google Forms, puzzles, and task cards to enhance student interaction and learning outcomes. Participants will also learn strategies for differentiating tasks and structuring stations to support students with varied skills, learning styles, and experience levels, and leave with a practical plan and examples they can adapt immediately for their own classrooms.

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Supporting research

Willig, James H et al. “Gamification and education: A pragmatic approach with two examples of implementation.” Journal of clinical and translational science vol. 5,1 e181. 28 Jun. 2021, doi:10.1017/cts.2021.806

Khoshnoodifar, Mehrnoosh et al. “Effectiveness of Gamification in Enhancing Learning and Attitudes: A Study of Statistics Education for Health School Students.” Journal of advances in medical education & professionalism vol. 11,4 (2023): 230-239. doi:10.30476/JAMP.2023.98953.1817

Zeng, J., Sun, D., Looi, C.-K., & Fan, A. C. W. (2024). Exploring the impact of gamification on students‘ academic performance: A comprehensive meta-analysis of studies from the year 2008 to 2023. British Journal of Educational Technology, 55, 2478–2502. https://doi.org/10.1111/bjet.13471

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Presenters

Photo
Technology Teacher
Cox Intermediate School, Conroe ISD

Posters in this theme:

Session specifications

Topic:

Games for Learning, Gamification and Esports

Grade level:

6-12

Audience:

Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Subject area:

Elementary/Multiple Subjects, Other: Please specify

ISTE Standards:

For Educators: Designer, Facilitator

Transformational Learning Principles:

Spark Curiosity, Prioritize Authentic Experiences