Digital Escape Rooms at SEK-Ciudalcampo

Students of 3º and 4º ESO are participating in the French and Biology courses, in two Escape Room activities. In the French course, the students have the mission of saving the world from the coronavirus, finding the people and the material that is necessary. To do this, they go through a laboratory in teams of 3 or 4 students and collect clues or signs that allow them to answer different questions that are asked. In the Biology course, students become researchers who go through three possible scenarios (Forest, Hotel, Laboratory), in which they must find objects that also allow them to escape from different genetically modified beings.

In their research, students must make use of their knowledge and skills as biologists or acquire them on the go. With these activities, which use platforms like YouTube and Teams, or tools like OneNote, students are the real protagonists of their own learning process, guided at all times by the teacher.

An Escape Room is a game in which the participants must try to escape from a room in a limited time. In order to escape, participants must work collaboratively, solve puzzles, answer questions, or overcome challenges. The use of the Escape Rooms in education is part of what has been called gamification.

Gamification is a learning technique that transfers the mechanics of games to the educational field, in order to achieve better results. It serves to absorb knowledge, to improve skills, and to reward concrete actions.

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