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Raspberry Pi Escape Room

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Session description

Come learn how to integrate the Raspberry Pi with various props and components to design an escape room adventure. You’ll learn how to create puzzles and interactive challenges using practical sensors and components. We will also explore ways to apply these skills to empower students in the computer science classroom.

Outline

I. Introduce the Raspberry Pi Escape Room concept (10 min)

II. Participants participate / experience escape room (20 min)

III. Explain projects / components (20 min)

Iv. Facilitate a hands-on activity where participants build a sample project using the Raspberry Pi lab, breadboard, and components. (110 min)

V. Final thoughts/ Q & A (20 min)

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Supporting research

The Arkansas Department of Education Office of Computer Science provided 80 Raspberry Pi grants and professional development for teachers in our state. We developed this project as a way to inspire teachers to creatively use the equipment they received. The concept has been well-received by teachers in our state, so we thought we would come to ISTE and share this idea more broadly.

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Presenters

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Statewide Computer Science Specialist
Arkansas Department of Education
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Director of Computer Science
Arkansas Department of Education

Session specifications

Topic:

Computer Science and Computational Thinking

TLP:

Yes

Grade level:

6-12

Audience:

Curriculum Designer/Director, Librarian, Teacher

Attendee devices:

Devices not needed

Participant accounts, software and other materials:

We will have devices for participants to use.

Subject area:

Computer Science, Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Students:
Innovative Designer
  • Know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • Develop, test and refine prototypes as part of a cyclical design process.
  • Exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.

TLPs:

Connect learning to learner, Spark Curiosity