Breakout EDU is one of the newest trends hitting education. Breakout EDU is an immersive game requiring hands-on critical thinking to solve clues. This type of game is completely flipping current education because it requires students to collaborate, problem solve, and think critically.
The CEO, Adam Bellow, says: “There are cheers, there’s frustration, and ultimately, if there is success, it’s that moment of ‘We did it!’ And that is intrinsic. It doesn’t need something else,” he said. “I don’t see kids cheering when they do worksheets” (source).
You can purchase a wooden box for $119 or a plastic box for $89. Both boxes include 1 hasp, 1 word lock, 1 three-digit lock, 1 four-digit lock, 1 directional lock, 1 key lock, 1 UV light, 1 invisible ink pen, 1 small lockable box, 1 USB thumb drive, and 2 hint cards.
You can also purchase all of these items on Amazon as an open resource kit.
Complete the beta form to obtain the password to access several hundred games.
Facilitate a Breakout EDU game with a group.
Join the community. Breakout EDU offers a facebook and twitter community. The facebook group is extremely active and very useful.
I have personally facilitated numerous Breakout EDU games and have a few tips.
Use the community: if you have a question chances are that someone has already posted that question on the facebook group and the community has answered
Be detailed: read the game instructions carefully well before game day
Watch the overview videos: most of the official games have very useful overview videos
Play the game before facilitating it to a group of students: often times it can be difficult to see how the clues fit together without actually walking through them first
Have extra locks: Locks are finicky (or maybe it is just me) and it can be extremely frustrating when they accidentally get stuck. Have extra locks on hand so that the game isn’t hindered because of one lock getting stuck during your setup
Check out these ten reasons for playing Breakout EDU in your classroom!
About the Author
Kaylah Holland is currently a Middle School Instructional Technology Facilitator at Charlotte Christian School in Charlotte, NC. In addition to teaching coding, app development, and robotics; she has a vital role of assisting teachers with the integration of technology into the classroom through ample research, lesson planning, and training. She is currently completing her doctoral degree in the field of Instructional Design and Technology and is in the process of becoming a Google Certified Trainer. She is passionate about building an innovative culture for learning.
The Verge is reporting that “Pokémon Go has become wildly popular in the days since its release last week, but the app may be hiding a serious security issue. In many cases, users who sign into the app through a Google Account are often inadvertently granting broad permissions over all information linked to the account, including the power to read and send emails. At no point in the sign-in process does the app notify users that full access is being granted” (Source). Read more at The Verge.
Perhaps the app developer will correct this issue in the near future.
Larry Ferlazzo describes EDpuzzle as “a new innovative site that lets you take just about any video off the web, edit it down to the portions you want, add audio notes and questions for students, and create virtual classrooms where you can monitor individual student work” (Source). Perhaps the best part is that teachers and students can use it for FREE.
The following quick demo will help you begin using EDpuzzle.
Flipped Learning and EDpuzzle
“EDPuzzle is a great resource for the flipped classroom, allowing teachers to create and present innovative lectures in a safe environment” according to Education World. Further, iLearn Technology notes that as “students watch, [the teacher] can check understanding and ensure active watching vs. passive watching. In a flipped scenario, this gives you the ability to completely tailor a lesson the next day based on the formative assessment results you get from homework. This is truly utilizing assessment to inform instruction.”
EDpuzzle can be used:
In flipped classrooms (as discussed above).
To make lecturecasts, tutorials, video directions, etc. more engaging and interactive.
For compiling data and information about students’ performance, and perhaps understanding, which can helpful formative assessment.
So that students can annotate video reflections, recorded reports and skits, and more.
To allow students to develop tutorials and quizzes about the current topic of study. Putting students in the teacher’s role can encourage higher-levels of thinking.
Anshul Samar is the CEO of Elementeo, a startup company seeking to combine fun and learning. This article provides an overview of the company’s goals, video of Anshul’s CEO speech, and a description of the company’s first game which teaches chemistry through a role-playing board game.
This is interesting to me on many different levels. Watching the video of Anshul’s CEO speech gives me the impression that this may have actually been a class project. Regardless, couldn’t a student activity like this be the jumping-off point for effectively integrating technology with teaching and learning?
How many content areas/topics/objectives/skills would this kind of activity include? I’ve noticed 1) math, business and economics, 2) science/chemistry, 3) art and graphic design, 4) language arts, 5) perhaps copyright and patents, 6) ……???
If this was a class project, do you think that the teacher could have ever imagined that this would be the result?
Elementeo is seeking to put the fun back into learning. Has education taken the fun out of learning? It seems that these students think so. What does that tell those of us that are teachers?
If this is not a class project and Anshul and his friends did this of their own initiative then perhaps we, as teachers, should reconsider what it is that we have our students doing. I suggest that a traditional lesson/unit on entrepreneurship would likely not teach students nearly as much about the world of business (and the other aforementioned content areas) as this activity likely did.
While students weren’t necessarily playing games but rather developing games, this could be an example of effectively bringing gaming into the classroom and integrating it with the curriculum.
Let’s begin to consider all the elements of effective teaching and learning (according to today’s research) that might possibly be identified in a class project like this. Such an activity might include 1) problem solving, 2) discovery learning, 3) legitimate peripheral participation and/or authentic/situated/contextual teaching and learning, 4) communities of practice, 5) collaboration, 6) project management (for those instructional designers among us), 7) ……???
I think this could be a rich discussion. Please, please chime in.
“DIY is a club for kids to earn Skills. DIY Makers share their work with the community and get patches for the Skills they earn. Each Skill consists of a set of Challenges that help them learn techniques to get the hang of it. Once a Maker completes a Challenge, they add photos and video to their Portfolio to show what they did.
Makers are curious about the world and strive to learn all kinds of practical knowledge and share it. They seek adventure in the outdoors, participate in communities, use technology to innovate, and have the confidence to try new things” (Source).
Take a look at DIY.org and consider the positive impact it can make in your family, classroom, club, civic group, etc.
“Creativity now is as important in education as literacy,
and we should treat it with the same status.”
–Sir Ken Robinson
I ran across an interesting set of slides via @skipz on Plurk. The slides seem to be the ongoing work of Tony Cassidy. I encourage you to browse through the presentation and consider the ideas for integrating technology with geography.
Online Geography Gaming – Tony Cassidy
A compilation of more than 100 online games and simulations for use in the geography classroom.
The McGraw-Hill School Education Group has made all of their Everyday Mathematics apps available for FREE during the National Council of Teachers of Mathematics (NCTM) Conference. The apps are available in iPod Touch/iPhone and iPad versions. Students often find these drill and practice educational games to be engaging for long stretches of time. The NCTM Conference begins April 13th and concludes on April 16th, so be sure to download your free copies of these apps by the end of Saturday.
“The acronym STEM stands for science, technology, engineering, and mathematics. The STEM fileds are those academic and professional disciplines that fall under the umbrella areas represented by the acronym. According to both the United States National Research Council and the National Science Foundation, the fields are collectively considered core technological underpinnings of an advanced society. In many forums (including political/governmental and academic) the strength of the STEM workforce is viewed as an indicator of a nation’s ability to sustain itself.”