Using Escape Rooms to Gamify Learning

Escape Rooms first came to America in 2012-2013 from Asia and Europe, quickly spreading across the country. As defined by Professor Scott Nicholson, “escape rooms are live action team based games where players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal (usually escaping from the room) in a limited amount of time.” It should come as little surprise, but before long, innovative educators were adapting the escape room format for a wide-range of content.

Last year, at Minefaire, I met Adam Bellow. Adam was honored by ISTE in 2011 as Outstanding Young Educator of the Year. He founded both eduTecher and eduClipper. At Minefaire, however, Adam was doing something new: running a Minecraft-themed escape room, promoting his growing company Breakout EDU. Supporting educators to bring escape rooms into learning settings, Breakout EDU offers kits and curriculum for an emerging community of games-based learning educators.

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