- Name
- ESCAPE ROOM FOR TECHNOLOGY
- Topic
- Mechanisms, Material, Electronic components, ICT
- Learning time
- 5 hours
- Designed 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
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Knowledge
Mechanisms, electricity, materials, digital competences
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Comprehension
Understanding the differents messages and clues, visual thinking.
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Application
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Affective learning outcomes
cooperation with colleagues
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Evaluation
Spreedsheets, rubrics, questionnaire forms
Knowledge, Comprehension, Application, Affective learning outcomes, Evaluation
- Editor
- MiguelCecilio
PREPARATION ESCAPE ROOM (Boxex, computers and programmes)
50 minutes)
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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).
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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.
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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.
Resources linked: 0
PREPARING INTERACTIVE VIDEOS
60 minutes)
Resources linked: 0
CHECKING THE MATERIALS.
15 minutes)
Resources linked: 0
ESCAPE ROOM WITH STUDENTS (ASSESSMENT)
65 minutes)
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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.
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Using the rubric (link)
Resources linked: 0
Learning Experience
One or more graphs might not display correctly, because one or more learning types do not have duration set.
Social learning graph will not display correctly, because no class size is set.
Social learning graph will not display correctly, because one or more learning types do not have group size set.