ESCAPE ROOMS
CREATED DURING THE PROJECT BY OUR TEACHERS AND STUDENTS
SPAIN
“Aventuras Bárbaras Multidisciplinares” (Barbarian Digital Multidisciplinary Adventures) is an Educational Innovation Project which seeks to encourage the participation of the entire Educational Community( students, families,teachers, parents’ association and non-teaching staff. It has been granted to IES Bárbara de Braganza for this academic year 2022-23.
There are 45 teachers collaborating from three different education schools: IES Bábara de Braganza, CEIP Juventud and IES Gregorio Marañón, with the aim of creating multidisciplinary digital adventures( all the subjects that make up the curriculum of an educational level) in one of the four languages taught at the High School(Spanish, English, French and Portuguese), using new technologies( Genially, Canva and Audacity) and bringing Extremadura, a fantastic Spanish autonomous Community, to the light.
8 different adventures will be created by June 2023:
-1st ESO, 2nd ESO,3rd ESO AND 4th ESO.
-1st Bachillerato and Vocational Training.
-Vocational Training Cycles: Animation, Early Childhood Education and Gender Equality.
Summary of the adventure: 8 Myths from the mythology of Extremadura( La Encorujá,Duendi Japón, Siren, Jarramplas, Escornau,Chancalaera, Macho Lanú and Jáncana have kidnapped Queen Bárbara de Braganza and have taken her to Las Hurdes. Our mission is to rescue her.
https://view.genial.ly/6399f838b8de6e0019a3bf22/interactive-content-3-stages-europe-map-7-stages
FINLAND
The digital escaroom was created by students in Microsoft Forms. The escape room included questions about Finland and Finnish culture. To answer the questions students needed to search information from the internet.
In the picture, there is the opening question of a digital escape room game created by Finnish students.
The link below information how to create a digital escape room in Forms.
https://youtu.be/hFmaYRLqLBc?si=SF5AtuhDq3UIxIDd
SLOVENIA
The Slovenian school prepared a few innovative online escape rooms according to the main objectives of the projects. We prepared a web-based escape room around our school with the active involvement of our students and teachers. The main part was done by our English teacher Teo Pucko and his students in the 9th grade of 2022. The online escape room in the environment Arnes Splet guides the participants around our school and the nearby village and lets them learn about our habits, myths and traditions, like witches, superstition etc. Our other online escape rooms were created in Google Forms and involve mathematical tasks about our local environment. We created a few online escape rooms, both in Slovene and English, in Scratch. They were programmed by our students during several regular lessons and extra-curricular activities. Those include our mascot, Lovrobot, guiding the player around our school and to our famous local technical heritage, a ferry called Tinekov mlin. The games and online escape rooms can be found at the following link:
THE CZECH REPUBLIC
In our Erasmus D-Escape project, we created and played several digital escape games. We had Czech workshops where we learnt how to do it and also in each foreign workshop we made a new game with different tools. Before workshop in Hradec Králové our students played an escape game Museum robbery:
https://unikovahra.district5.cz/loupez-v-muzeu/
In this adventurous detective game, we had to solve a series of puzzles and ciphers that guided us through the corners of the historic centre of Hradec Králové. This was played outside with the help of an application on our smart phone.Thanks to the game we learned about the city's rich history. Then, we had to create an escape game at school using PowerPoint and learning apps to make the game fun and interesting.
The game had many slides. Each slide had questions and challenges about the history of Hradec Králové. The first task was a memory game where we matched names and places with pictures. This made the game interactive and informative. There were also puzzles and a word search about specific places in Hradec Králové. We had to solve 5 tasks hidden under different monuments in the city. The goal was to find an old secret door made of oak wood and unlock it using a 5-digit code.
Creating the game was a mix of feelings for us. It was not easy, but it was exciting. We felt proud when our ideas became a real game.
Erasmus+ - Escape game (google.com)
After the workshop, we played more d-escape games in our lessons. For example, our math teacher made an escape game where students solved math problems in a fun way. Learning new things through games is better than just doing math in class. It makes learning more interesting and enjoyable.
HUNGARY
The Hungarian participating students and teachers created two different escape room activities. One was about our village/ hometown Nyíracsád, because the topic in Hungary was “the legend of the village”. The children got information about the place and sights, then solved exercises while they were walking with the help of a map around the village. They had information not just about the place, but also traditional food and local culture.
They could find and use all the information from the official website of Nyíracsád and the descriptions about the sights made by our teachers.
During the Hungarian meeting the students and the teachers took part in and played a story based on Hungarian culture and ancient history, when they could wear traditional clothes, listened to folk songs and got to know a little piece of our ancient history. During the scenes the participants could use former tools and weapons, could try horse archery and meet a falconer and his bird and solve tasks to get the final scene of the story. The following site contains the pictures about the horse archery court, the story and the stations where the teams had to go through.
ESTONIA
During the project our students and teachers created different escape rooms. For example, the first one was created for the Estonian language week by our teacher of Estonian language and literature. Then our 9th and 8th graders (in teams of two) created two digital escape rooms for the English language week: https://docs.google.com/presentation/d/1vff0DfEKQNQdFZ-KXdtOIf6bJtInXl4F72qWgqYwbsU/preview#slide=id.g802e663b31_0_16008
All these three escape rooms were created using Google Slides.
Google Slides Escape Room Tutorial: https://www.youtube.com/watch?v=jjKkmRdQ8ac
Then all our 9th graders were given the task to create a digital escape room in teams of three on different topics which the raffle wheel gave them. This time most of them decided to use Genially (genial.ly) and Google Forms. It turned out to be quite a challenging task for some teams but some of them really enjoyed the process and we got some escape rooms to use with our younger students.
For the last project meeting that took place in Estonia the digital escape room was created by the teacher of Estonian language and literature and also the deputy head Riina Pauklin. It was one of the main activities used during this project meeting. All the participating students and teachers took part in it. We formed the teams so that each team included a student from Estonia and members from all the other countries.
Since the topic of the project meeting in Estonia was myths of nature, the tasks of the escape room focused on the surrounding environment (Tartu, Soup Town, Toome Hill, etc.), history and legends: for example, the students had to find information from the surroundings, information boards and the internet and answer questions related to Toome Hill, the river Emajõgi and Soup Town. The escape room consisted of seven points to be passed, in each point you had to solve a task and take a picture of your group that met the given requirements.
Escape from Soup Town: https://sites.google.com/view/escapefromsouptownopening/kodu
During the Estonian meeting in an escape room-like activity carried out in the Meenikunno bog, mixed groups of nationalities scanned QR codes in the forest, read information on the Internet about Estonian folk patterns, nature spirits and beliefs and performed the corresponding tasks (disguised themselves as a forest spirit, built a labyrinth of tree branches on the ground, etc.)
Tasks in Meenikunno bog:
https://sites.google.com/view/meenikunnomaze/kodu
https://sites.google.com/view/meenikunno-nature-spirit/kodu
https://sites.google.com/view/meenikunno-upside-down/kodu
https://sites.google.com/view/meenikunno-magic-symbols/kodu
Both escape rooms conducted during the meeting in Estonia were prepared using Google Forms and Google Sites.