WHAT IS CODEMA ESCAPE ROOM?
Locked in a room with a time limit (35 minutes in this case) to escape by solving a series of puzzles, escape rooms are a live-action gaming trend which have become a craze throughout the world.
Escape room at school is a gaming-based activity. Teachers have to create a series of challenges and link them to have a chain of discovery. Students have to solve the puzzles, working together, to get codes and unlock “clues”. The final challenge...escape from the room!
Note: in fact, students don't have to escape physically from the room (they get a final award!). In education, this type of game is called breakout but we were inspired in real escape room games and, as said before, these games have became a trend all over the world. We have decided to named this activity ESCAPE ROOM because is more engaging for students. We were able to verify that it was true; they showed really excited when teacher said...could you escape from the room!
Note: in fact, students don't have to escape physically from the room (they get a final award!). In education, this type of game is called breakout but we were inspired in real escape room games and, as said before, these games have became a trend all over the world. We have decided to named this activity ESCAPE ROOM because is more engaging for students. We were able to verify that it was true; they showed really excited when teacher said...could you escape from the room!
WHY ESCAPE ROOM AT SCHOOL?
Because it helps to develop several skills such as logic, maths, cooperative work and contents related to the subject. Morover, escape rooms games are a worldwide trend so it an opportunity to link real life and school which motivate and engage students to do their best. Learning by gaming.
WHO FOR?
Audience Target: this academic year the activity was developed in two different levels and two differente subjets. The activity was done independently but using the same basic kit. Teachers worked together to create the kit.
Level: 3 ESO.
Subject: technology (bilingual program)
Level: 1 ESO.
Subject: biology.
WHAT FOR? THE AIMS
Involve students working together, against the clock
Solve a series of puzzles using clues, strategy and sources which have been left on the table and around the room.
Improve and/or acquire
new knowledge and competences related to the subject
WHEN IT TAKES PLACE?
At the end of the term. After having studying the curricular contents in class.
At the end of March. In April worksheets are reviewed and we finish with the feedback and metacognition.
HOW THE ACTIVITY IS DESIGNED AND PERFOMED?
SET-UP: 7-8 groups (4 people)
CHALLENGES: teachers have to designed the challenges (according to the aims) and link them correctly. SEE...
ESCAPE KIT: teachers involved (technology and biology) worked together to create the basic kit. Later, each teacher include in the box the specific material needed for the escape room. The kit is an auto self decorated cardboard box for each group, which contains:
The basic kit
• 1 pencil
• 1 pen
• 1 adhesive tape
• 1 pair of scissors
• 1 pencil case, locked with a number combination locker
• 1 decoder wheel
General material (in the room)
- 4 boxes
- 20 cylinders
- 20 ribbons
Located on the floor there are 4 boxes. Inside, cylinder decoders and ribbons with letters. One box contains the message congratulations you have escape from the room. The other 3 boxes contain the message for those teams that fail: you have failed, you have not escaped... (see description of the activity to discover how to get one number or another)
The boxes
Ribbon wound round the cylinder. The message can be decoded
TECHNOLOGY SPECIFIC MATERIAL (per group)
• 1 smartphone
• 1 sealed book (with adhesive tape) which contains hints
• 1 screw
• 1 puzzle (inside the pencil case)
• A piece of red acetate (inside the book)
• 1 caliper
• 1 plastic folder which contains a challenge
WHY?
Because by combining innovation, technology, interdisiplinarity and gaming students feel more motivated. Moreover, we are involved in a school change metodology, therefore this activity perfectly fits with R+I+i development in the school.
Gamification in the classroom, using virtual reality...it sounds interesting!
Discover this blog for further detail!
nice
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ResponderEliminarCape May County's ORIGINAL Escape Room! Escape May Escape Rooms is a live action adventure where you'll race to solve clues, puzzles, and riddles to escape before time runs out!