Virtual classroom escapes

An etwinning learning event, with Marilina Lonigro.
Gamification as an educational strategy is a way to engage students, improve learning and develop transversal skills such as critical thinking, problem solving and collaboration. Escape rooms are "adventures" players have to solve by answering riddles or finding clues, normally in teams, within a given timeframe. 

During this Learning Event participants are guided to develop and organize virtual escape room activities to carry out with their students. Participants will get inspiration for possible applications in the classroom and in eTwinning projects as well as suggestions for free and open source tools to use in order to organize it.

Yes! I am inspired for possible applications in my classroom, hooked on the activity!
Here is an interesting link I found on escape room lesson




A video on how to create locks

A list of ideas for escape room puzzles



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