Event Information
Before the session starts we will have a QR code to sample Escape Rooms participants can play (varying grade levels and subjects)
When we start, we will discuss the academic benefits of incorporating escape games in the classroom, including the latest research. We will give a broad overview of Genially and why we use that for escape rooms instead of traditional ways through Google Suite. (15 minute)
Then we will give a guided tour of one of our creations so participants can see some of the capabilities (10 minutes). We will engage with the audience for how they think we should complete the escape game (and participants will have a link if they want to do it on their own)
Following that, we will guide participants through creating a free account, navigating Genially, searching and picking a template, editing the template, and then publishing it for students. We will discuss instructional strategies and methodologies for incorporating escape games into the classroom. One of us will be guiding the participants while the other is walking around helping anyone who needs it. (25 minutes)
Finally, we will answer questions from the audience, including discussing ways to customize the escape games as well as ensure the participants have access to all of our resources (which will have sample games, video walkthroughs for basic and intermediate levels, etc.)
"Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students"
--https://link.springer.com/article/10.7821/naer.2022.7.1025
"Use Escape Rooms To Deepen Learning": Highlights the potential of escape rooms to inspire creative learning opportunities and ignite student curiosity.
https://iste.org/blog/use-escape-rooms-to-deepen-learning
Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability
100681. https://doi.org/10.1016/j.tsc.2020.100681