Escape Room as Professional Development PBL
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OVERVIEW
Our project is The Great Escape!
Instructor: Kae Novak
EDU 261: Teaching, Learning & Technology
Duration is 4 weeks
Colorado Common Course Competency Standards
I. Apply technology to the delivery of standards-based education
II. Use technology to increase future student achievement
V. Determine appropriate use and management of technology in the classroom under various circumstances
VI. Utilize instructional technology to support a wide variety of learners and learning styles
VII. Explore various instructional tools and technology, including computers, video, graphics, multimedia, audio and other media, and their contribution to the learning process
VII. Investigate and design a lesson using instructional technology coupled with a variety of instructional strategies including: cooperative learning, discovery, problem solving, games, simulations, discussion, demonstration and presentation.
Instructor: Kae Novak
EDU 261: Teaching, Learning & Technology
Duration is 4 weeks
Colorado Common Course Competency Standards
I. Apply technology to the delivery of standards-based education
II. Use technology to increase future student achievement
V. Determine appropriate use and management of technology in the classroom under various circumstances
VI. Utilize instructional technology to support a wide variety of learners and learning styles
VII. Explore various instructional tools and technology, including computers, video, graphics, multimedia, audio and other media, and their contribution to the learning process
VII. Investigate and design a lesson using instructional technology coupled with a variety of instructional strategies including: cooperative learning, discovery, problem solving, games, simulations, discussion, demonstration and presentation.
ISTE Teacher STANDARDS
The Great Escape has been developed for educators taking a college course on teaching with technology. The ISTE Standards for Teachers is being used for the project alignment. The rationale for using the ISTE Standards for Teachers is that the learners are creating an Escape Room in real-world context to use for teaching in their classroom or in delivering professional development training.
ISTE Standards Teachers
1. Facilitate and inspire student learning and creativity
a. Promote, support and model creative and innovative thinking and inventiveness
2. Design and develop digital age learning experience and assessments
a. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity
3. Model digital age work and learning
a. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
d. Model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate and use information resources to support research and learning
4. Engage in professional growth and leadership
c. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
ISTE Standards Teachers
1. Facilitate and inspire student learning and creativity
a. Promote, support and model creative and innovative thinking and inventiveness
2. Design and develop digital age learning experience and assessments
a. Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity
3. Model digital age work and learning
a. Demonstrate fluency in technology systems and the transfer of current knowledge to new technologies and situations
d. Model and facilitate effective use of current and emerging digital tools to locate, analyze, evaluate and use information resources to support research and learning
4. Engage in professional growth and leadership
c. Evaluate and reflect on current research and professional practice on a regular basis to make effective use of existing and emerging digital tools and resources in support of student learning
DRIVING Question
How do Escape Rooms help students learn?
What is an escape room?
What are the key learning elements of an escape room?
How have escape rooms been used educationally?
What technology can be used in designing an escape room?
What game design elements go into an escape room?
What maker movement elements could go into an escape room?
How can you use different learning spaces for an escape room?
What kind of props can be used in learning for an escape room?
How can you align your student learning outcomes to escape room elements?
How can learners use mobile devices in escape rooms?
ENTRY EVENT
In alternate reality games (ARG)s the entry event is called the rabbithole. The hook is what gets everyone started.
For the Great Escape project, I will be using the rabbithole portion of an ARG to introduce an escape room. I will start a lecture on new technology for the course and while clicking around and showing them the technology I will click on the Message video.
For the Great Escape project, I will be using the rabbithole portion of an ARG to introduce an escape room. I will start a lecture on new technology for the course and while clicking around and showing them the technology I will click on the Message video.
After watching the video, direct students to look around the room for anything that would help us understand why we were the only people to see the transmission. In the back of the room where we have a book shelf, I will leave a broken up radio transmitter and also a timer set to 60 minutes and counting down.
If you would like more inspiration or ideas on a Martian or out of space theme in general, you can look at these materials:
Martian Madness Slides
Martian Madness Hangout Video (click show more for index and to skip to certain sections)
If you would like more inspiration or ideas on a Martian or out of space theme in general, you can look at these materials:
Martian Madness Slides
Martian Madness Hangout Video (click show more for index and to skip to certain sections)