Escape+Rooms+in+Instruction

**Escape room activities in the classroom** are designed similarly but focus on instructional goals such as information literacy, literature or whatever topic the teacher wants students to explore. Puzzles might include using a cipher wheel to decode a word, number or phrase, clues written in invisible ink, mathematical equations or physical puzzles to assemble. **[|Digital escape rooms]** have comparable goals to physical escape rooms but the exploration and puzzles are all online. **Escape room activities** can be used to introduce or review a topic, or as a team building activity. Faculty report high student involvement and enthusiasm with these types of student-centered applications.
 * [[image:button - escape.PNG width="352" height="288"]] || **Escape rooms** are physical rooms designed with a series of puzzles or challenges that participants must complete in order to fulfill the objective which is to "escape" the room. The participants work as a team and each team member leverages their own skills or background knowledge to help the team escape. The escape room activity is usually timed and the challenges are based on an overarching theme such as science or location.
 * [|Sample Digital Escape Room] **// Try it out! Age- high school to adult //
 * Biology Digital Escape Room ** // Try it out! Age - elementary/middle school // ||


 * ** HCC Center for Teaching Excellence Escape Room Resources for Faculty Checkout ** ||  ||
 * Locks || 7 various - word, number, directional ||  ||
 * Cipher wheels || 7 - alphabet only ||  ||
 * Invisible ink pens || 3 ||  ||
 * Ultraviolet flashlights || 5 ||  ||
 * Poster of Braille alphabet || 1 ||  ||
 * Small boxes with "hasps" for locking || 7 - various shapes ||  ||


 * Further Reading and Resources**

Workshop PowerPoint - January 2018 -

Bassford, M. L., Crisp, A., O'Sullivan, A., Bacon, J., & Fowler, M. (2016). CrashEd–A live immersive, learning experience embedding STEM subjects in a realistic, interactive crime scene. //Research in Learning Technology //, //24 //(1), 30089. [|http://www.tandfonline.com/doi/full/10.3402/rlt.v24.30089]

Clarke, S. & Arnab, S., Morini, L.,Wood, O., Green, K., Masters, A., & Bourazeri, A. (2016). EscapED: A Framework for Creating Live-Action, Interactive Games for Higher/Further Education Learning and Soft Skills Development. In R. Bottino, J. Jeuring, & R. C. Veltkamp (Eds.), Games and Learning Alliance. (Vol. 10056, pp. 144-153). Switzerland: Springer. DOI: 10.1007/978-3-319-50182-6_13

Digital Escape Rooms - [].

How to Create and Educational Escape Room for Your Class - [|https://www.classcraft.com/blog/features/escape-room-education/]