In an Escape Room game, players are expected to explore the different parts of a place (on their own). It follows that these different parts should not appear in a linear fashion.
The objects of exploration may provide the clues to the over-riding question, or sub-questions during the game.
The above make Thinglink a suitable app for creating an Escape Room:
1. the starting point can be the image (flat or 360) of the inside of a room;
2. interactives are inserted into different parts of the room for students to explore. These interactives may provide information, or clues to certain questions.
How students present their answers to the questions embedded:
In the following example, the teacher puts (a) the Thinglink 360 image, and (b) a Google Form on one Google site.
https://www.thinglink.com/blog/escape-rooms/
(I think the Google Form can also be inserted into the Thinglink image for students to download?)
Students explore the image to find the answers, and provide answers on the Google Form. When they are done, they submit the Google Form.
In sum, Escape Rooms with Thinglink have the potentials of:
1. gamifying a series of quizzes;
2. promoting multimodal reading (the information inserted can be multimodal);
3. nurturing students as self-directed learners (as self-paced learning units).
=========
One challenge for the interested teacher, on top of the technical skills and the time needed, is to think of a storyline to make the Escape Room feel 'real'.
No comments:
Post a Comment