![]() ![]() ![]() 1 online training course module worth 1 ECVET point followed by 40 people by the end of the project.They will be structured by period of history, scientific subject and level of secondary school to facilitate the usage by the teachers. The generator will provide over 400 synopsis, tools, advices, recommendations. 1 “Escape Classroom Generator” to support the teachers in the creation of new escape rooms.300 learners testing the material with 10 teachers directly involved.The topics of the game will be centred on the scientific European heritage. In addition, each scenario will be accompanied with advice for teachers to ease the adoption by the target groups. Each ER including all the materials blueprint, multimedia and the digital material to be used. 15 lessons packages integrating the lesson content and escape rooms within the lesson to show practically to the teachers how to integrate the method in their class and in addition to give them directly applicable content for their classroom.1 Creation guide in 6 languages (digital) “How to create pedagogical escape rooms?”, including practical examples and advice from teachers as well as tools for all aspects of creation (including digital) and road maps for content creation and integrating methods and advices on the creation of inclusive challenges for the learners with SLD.1 Pedagogical guide in 6 languages (digital) “Escape room for education“ aiming at explaining how to use it in school education and more specifically on STEAM including good practices, practical examples and integrating methods and advices on the inclusion of learners with SLD in these activities.This project will therefore be innovative on the topic of escape rooms. Some resources exist (mainly in English and in French) although they lack substance: a few bases of scenarios, some image used or basic online content but almost never more than that. ![]() However, their usage in schools is not a vastly covered topic. All these characteristics are extremely positive aspects in the context of school education. In addition, they create a positive level of engagement from the players to the topic of the game. Since the beginning of the 2010s, the escape room concept has been increasingly popular all over Europe.Įscape rooms have a great potential as an educative tool as they rely mostly on knowledge, reflection, problem solving and collaboration. The story of the game can be set in a variety of fictional locations, such as prison cells, dungeons and space stations, and usually the various puzzles and riddles themselves follow the theme of the room. Escape rooms are inspired by “escape-the-room”–style video games. Players are given a set time limit to unveil the secret plot which is hidden within the rooms. The program and the tools will be directed at the teachers and educators of secondary education in order to give them access to a new range of possibilities to teach this specific topic and potentially others.Įscape Rooms are defined as a physical adventure game in which players solve a series of puzzles and riddles using clues, hints and strategy to complete the objectives at hand. NEEDS: a general improvement of students’ STEAM skills and results Based on their respective expertise and research, the partners are convinced that the concept of educative escape rooms/games can play a very positive role on improving education in general and the learning of STEAM in particular.ġ) to promote the acquisition of skills and key competences for secondary school students Ģ) to create a methodology, tools and practical examples of escape rooms adapted for school education on STEAM, with inclusive elements for disadvantaged learners, especially the ones with Specific Learning Disorders ģ) to raise awareness on European scientific history and cultures. To do so, it is critical to foster the students’ engagement and motivation by offering innovative ways to present and work on STEAM within the school system. ![]() It is therefore essential to work on improving the level of EU pupils in STEAM. The last PISA results (2015) show that that more than one out of five youngsters in Europe are low achievers in science and in maths, which means that they are not equipped with basic skills necessary for numerous valuable jobs in our current economy. ![]()
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