Best Case Escape Room Case and Workshops (for schools)

by Games Institute Austria added on 07 Nov 2019

Brief description:
The Best Case Escape Room Case and Workshop is a Service that provides the opportunity to design any learning content as an Escape Room Experience. It is used for training and in schools for education with any specific target group and with any topic or subject. We provide the case to create the Escape Rooms as well as the workshops to learn to design Escape Rooms for Trainers as well as learners.
Photos:
Countries:
(where the practice takes place)
Not taking place at a specific country
Cities:
(where the practice takes place)
Not taking place at a specific city
Organization name:
(running the practice)
Games Institute Austria
Organization type:
Commercial
Contact person:
Thomas Kunze
Contact email:
(for further information and inquiries)
tk@gamesinstitute.at
Social media:
http://linkedin.com/in/thomas-kunze-21811636
https://instagram.com/tkgamesinstitute?r=nametag
https://www.facebook.com/GamesInstituteAustria/
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
Age independent
Indicative number of participants:
Number independent
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
Full day
Location:
(where the practice takes place)
  • Classroom, formal learning space, etc.
  • Community lab, FabLab, non-formal learning space, etc.
  • Museum, science centre, outreach centre, library, zoo, etc.
  • Fair, contest, challenge, conferences, seminars, events, etc.
  • Outdoors
What are the role(s) of the adult(s) running the practice?
  • Teacher
  • Facilitator
  • Mentor / Guide
  • Observer
During the practice, participants…
  • Make
  • Play
Participants work…
  • Alone
  • In pairs
  • In groups of...: 3-10
  • What type of materials do participants use?
    • Pen and paper
    • Board
    • Manipulatives (blocks, beads, etc.)
    • Computers
    • Mobile phones
    • Tablets
    • Digital games
    Pedagogical approach:
    • Design-based learning
    • Collaborative-learning
    • Discovery-learning
    • Creative thinking
    • Critical thinking
    • Other: Game Based Learning
    Social justice/equity approaches:
    • Activities are designed to empower participants and meet their needs
    Does the practice have (explicit or implicit) learning objectives?
    Implicit: Competency training
    Is the practice (explicitly or implicitly) connected to school curricula?
    Yes, implicitly
    If connected in any way to school curricula, which subjects are covered?
    • Art
    • Biology
    • Chemistry
    • Computer science
    • Design
    • Geography
    • Geology
    • Humanities
    • Literature
    • Mathematics
    • Physics
    • Technology
    Does the practice aim to have an impact on the engagement / interest of participants with a particular scientific topic, concept, phenomena, theory or career?
    Yes: Dependent on the topic used for creating an Escape Room. The Escape Room is a teaching/training method that combines with specific content, i.e. science topics.
    Does the practice aim to have an impact on the attitude of participants with a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Dependent on the topic for the ER design.
    Does the practice aim to have an impact on the behavior of participants related to a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Possible, see above.
    Does the practice aim to have an impact on the development / reinforcement / practice of skills of participants?
    Yes: The method is based on training and assessing skills of the participants.
    Additional notes: