Name
ESCAPE ROOM FOR TECHNOLOGY
Topic
Mechanisms, Material, Electronic components, ICT
Learning time
5 hours
Designed learning time
3 hours and 10 minutes
Size of class
15 pupils (15 yo)
Description
In the Technology workshop there is a dangerous ghost that try to kidnap students. If pupils guess the name of this gosh, he will disappear and the group will be safe. There are five groups of three students each one.
Mode of delivery
Blended
Aims
Review and reinforce the knowledge about mechanisms, materials and digital competence of an attractive way using gamify.
Outcomes
Knowledge, Comprehension, Application, Affective learning outcomes, Evaluation
Editor
MiguelCecilio
PREPARATION ESCAPE ROOM (Boxex, computers and programmes)
50 minutes)
  • Produce
    10
    0
    0
    The teacher prepares five boxes (one for each group). Mechanisms box. Inside there are photos of mechanisms and different types of gears. Students must fill out a form with questions and clues. (The main clue is a code of four numbers, which is obtained with the modules of two gear). This code is necessary to open the padlock of the next box (Materials).
  • Produce
    20
    0
    2
    In the seconds boxes there are several pieces of material, such as different types of metals, plastics, textiles (six in total). Pupils have to complete a crossword and they can obtain a code of letters ad number.They should enter this code in a digital platform (Google Classroom), in order, to watch an interactive video about materials (2'5 minutes). They must answer the questions appearing in the video. Answering the questions correctly a clue-code will appear and they can open the padlock of the third box. I'll use two types of programmes to prepare interactive videos (H5P and Edpuzzle) Both work with differents digital platform.
  • Produce
    20
    0
    0
    The third boxes have several electronic components and students must fill out a question form and a crossword that will give them another code to watch another interactive video (2 minutes) about electricity. Answering the questions correctly the name of the gosht will appear in the computer's screen. (GAME OVER). I'll use two types of programmes to prepare interactive videos (H5P and Edpuzzle) Both work with differents digital platform.
Notes:
Resources linked: 0
PREPARING INTERACTIVE VIDEOS
60 minutes)
  • Investigate
    60
    0
    0
    I use two types of programmes to prepare interactive videos (H5P and Edpuzzle). The first is more complex to manage but it is free software. The second one is simpler. The two programmes work in any digital education platform. When the students answer the questions inside the video and they finish. The programmes produce a personalized spreedsheet with the results. .-- Preparing the first interactive video about materials (2'5 minutes). .-- Preparing the second interactive ideo about electricity (2 minutes).
Notes:
Resources linked: 0
CHECKING THE MATERIALS.
15 minutes)
  • Practice
    15
    0
    0
    The teacher checks the boxes, the computers and interactive videos.
Notes:
Resources linked: 0
ESCAPE ROOM WITH STUDENTS (ASSESSMENT)
65 minutes)
  • Collaborate
    50
    15
    0
    In the Technology's workshop, which is appropiately decorated (We can reuse the Haloween decoration). Is necessary a large watch screen. Five groups of three students. Each group with three boxes and a computer or tablet. Starting the escape room. Through the process, solving questionnaires, clues and interactive videos, students obtain some marks. Win the group spend less time in solving the enigma of the name of the ghost kidnapper.
  • Discuss
    15
    0
    1
    Using the rubric (link)
Notes:
Resources linked: 0

Learning Experience

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Social learning graph will not display correctly, because one or more learning types do not have group size set.