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Don't Squeal! Using Digital Breakouts to Unify the Core Curriculum

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W308CD

Interactive Session
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Session description

This session uses George Orwell's Animal Farm to model a cross-curricular escape room assessment. Learn to design integrated puzzles that fuse ELA, History, Math, and Science standards. Participants will experience a blueprint for creating a high-stakes, collaborative digital quests that measure deep learning synthesis across content areas.

Outline

This session is a fast-paced, hands-on workshop designed to transform how educators approach summative assessment. Over 60 minutes, attendees will move from passive listeners to active designers, leaving with a complete blueprint for their own integrated escape room.

The Hook: Live Breakout Demo (5 Minutes)
The session begins with an immediate immersion: The Live Animal Farm Demo. Attendees are presented with a simple, high-stakes scenario slide ("The Pigs have just changed the final Commandment! You have 60 seconds to solve Puzzle #1 before Squealer's announcement!"). We quickly walk the audience through one of the ELA Propaganda Puzzles (e.g., matching a Squealer quote to a propaganda technique), showcasing the digital interface and the instant gratification of a correct code entry. This experience instantly illustrates the session's objectives and the model's engagement power.

The Rationale and The Blueprint (25 Minutes)
We transition into Why Interdisciplinary Assessment? (10 min), using the energy from the demo. Attendees engage in a quick Think-Pair-Share to discuss how the model they just experienced addresses their assessment frustrations. We then review the core philosophical principles: how the escape room connects learning to the learner by validating diverse academic strengths and how it prioritizes an authentic problem-solving experience.

Next is the essential grounding in standards: ISTE and Equity Connection (5 min). We explicitly show how the model aligns with ISTE standards (5b, 5c, 7b). The discussion centers on how the interdependence of the puzzles—where Math knowledge is as essential as History knowledge—creates an equitable structure for student success.

Then comes The Blueprint: Four Cores, One Code (10 min). This is the content core where we visually map the entire Animal Farm escape room. We detail the structure, showing how ELA, History, Math, and Science standards are fused: for instance, Math's proportional reasoning decoding the farm's economic inequality. Attendees will see diagrams of all four puzzle types and their corresponding digital locks.

Action Planning and Takeaways (30 Minutes)
With the content map complete, we dive into practical design during Live Demo: Building the Digital Lock (10 min). The presenter conducts a live demonstration using accessible, free digital tools. This shows attendees exactly how the digital "locks" and the instant, embedded feedback mechanism (ISTE 7b) are set up.
The final 20 minutes are dedicated to active practice in Action Planning: Puzzle Design Practice (20 min). Attendees form small groups (3–4) and, using a provided Digital Blueprint Template, select a different anchor text (e.g., The Odyssey, a local history unit). Each group will immediately sketch one fully integrated puzzle that fuses at least two subject areas, applying the design principles learned.
The session concludes with Wrap-up, Takeaways, & Q&A (5 min). We briefly hear from two groups in a quick Share-out of their new puzzle concepts. The presenter summarizes the five key learning objectives and ensures all attendees receive the Digital Blueprint Templates (the key takeaway product) and a curated list of free digital tools, leaving them equipped to implement this model immediately.

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Outcomes

This session is designed to equip educators with the practical skills and foundational knowledge necessary to design and implement highly engaging, integrated cross-curricular assessments.

Session Objectives: Participant Outcomes
After this session, participants will be able to:
1. Design a narrative-driven, cross-curricular "Digital Breakout" (escape room) structure using a single anchor text (e.g., Animal Farm) to simultaneously assess four core subjects (ELA, History, Math, Science).
2. Develop at least four unique interdisciplinary puzzles, ensuring each one aligns with specific, measurable learning standards from two or more distinct subject areas.
3. Utilize free, accessible digital tools to create an interdependent assessment environment that provides instant code validation and feedback.
4. Implement evidence-based instructional design principles, including gamification and collaborative interdependence, to create an equitable assessment where diverse student strengths are required for team success.
5. Adapt the model's core structure to their own curriculum's anchor texts and units, ensuring they can translate the blueprint into an immediate, actionable plan for their classroom.

Key Takeaways and Products
Attendees won't just learn about the concept; they'll leave with tangible resources and skills:
Knowledge and Skills
- Interdisciplinary Planning: Understanding the framework for mapping a single theme (like political allegory) to content standards across four different departments.
- Assessment Equity: Skill in designing collaborative tasks that shift the assessment focus from individual recall to team synthesis, validating diverse academic strengths.
- Digital Tool Mastery: Proficiency in setting up the digital "locks" and validation fields needed to run a self-checking breakout assessment.

Products and Resources
- The Escape Room Blueprint: A detailed, step-by-step guide and digital template outlining the structure of the escape room, adaptable to any curriculum.
- Ready-to-Use Puzzle Examples: A portfolio of model puzzles demonstrating how to fuse specific standards, such as connecting Math's proportional reasoning to History's analysis of economic inequality.
- Resource List: A curated list of free digital tools and resources for creating ciphers, hidden clues, and digital lock mechanisms.

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Supporting research

Center for Applied Special Technology (CAST). Universal Design for Learning Guidelines Version 3.0. 2024, https://udlguidelines.cast.org.

Hattie, John. Visible Learning: A Synthesis of Over 800 Meta-Analyses Relating to Achievement. Routledge, 2009.

Larmer, John, et al. Project Based Teaching: How to Create Rigorous and Engaging Learning Experiences. ASCD, 22 Jan. 2020.

Magnet Schools of America. "Standards of Excellence and Core Principles." MSA, 2024.

Orwell, George. Animal Farm: A Fairy Story. Harcourt Brace and Company, 1946.

Wiggins, Grant, and Jay McTighe. Understanding by Design. 2nd ed., Association for Supervision and Curriculum Development, 2005.

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Presenters

Photo
EdTech Integration Specialist
Tucson Unified School District

Session specifications

Topic:

Innovative Learning Environments

Grade level:

PK-12

Audience:

Curriculum Designer/Director, School Level Leadership, Teacher

Attendee devices:

Devices required

Attendee device specification:

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

Participant accounts, software and other materials:

Participants will need a free Google account.

Subject area:

Interdisciplinary (STEM/STEAM), Other: Please specify

ISTE Standards:

For Educators: Designer, Analyst

Transformational Learning Principles:

Connect Learning to Learner, Prioritize Authentic Experiences
Related exhibitors:
Google, Inc.