Escape room based on the discovery of cooperative tecniques in the classroom stargalgirls

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P​roject​ ​Team

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E​scape​ ​room​ ​based​ ​on​ ​the​ ​discovery​ ​of​ ​cooperative techniques​ ​in​ ​the​ ​classroom 1.

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Description​ ​of​ ​the​ ​project​ ​and​ ​main​ ​objectives

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Abstract​ ​of​ ​the​ ​project

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Dates​ ​for​ ​the​ ​implementation

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Roadmap​ ​for​ ​your​ ​project​ ​development

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Define​ ​objectives

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Define​ ​the​ ​target

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Methodology

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Results​ ​and​ ​good​ ​practices

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Bibliography

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1. D​escription​ ​of​ ​the​ ​project​ ​and​ ​main​ ​objectives Abstract​ ​of​ ​the​ ​project Scape room with mysteries, challenges and missions prepare to be solved using cooperative techniques.These missions have to be done by the students in order to be able to win a lock combination,​ ​that​ ​opens​ ​a​ ​box​ ​where​ ​they​ ​will​ ​find​ T ​ he​ ​Force. Dates​ ​for​ ​the​ ​implementation Adaptable​ ​to​ ​our​ ​students​ ​needs.​ ​About​ ​three​ ​or​ ​four​ ​50​ ​minutes​ ​lessons. Main​ ​Objectives ● ● ●

To​ ​discover​ ​cooperative​ ​techniques​ ​in​ ​the​ ​classroom​ ​in​ ​order​ ​to​ ​use​ ​them​ ​regularly To​ ​develop​ ​cooperative​ ​techniques​ ​in​ ​small​ ​groups To​ ​initiate​ ​working​ ​routines​ ​that​ ​can​ ​be​ ​used​ ​in​ ​other​ ​areas

2.​ ​R​oadmap​ ​for​ ​your​ ​project​ ​development Define​ ​objectives Our​ ​goal​ ​is​ ​to​ ​make​ ​students​ ​enjoy​ ​and​ ​participate​ ​in​ ​a​ ​Virtual​ ​Escape​ ​Room.​ ​Our​ ​intention​ ​is to​ ​bring​ ​the​ ​opportunity​ ​to​ ​our​ ​students​ ​to​ ​become​ ​active​ ​participants​ ​of​ ​Escapes,​ ​to​ ​use different​ ​cooperative​ ​skills​ ​from​ ​the​ ​21st​ ​century​ ​to​ ​solve​ ​problems,​ ​to​ ​critically​ ​analyze solutions,​ ​to​ ​work​ ​as​ ​a​ ​team​ ​or​ ​ ​to​ ​develop​ ​creativity. Every​ ​room​ ​contains​ ​challenges​ ​that​ ​at​ ​the​ ​same​ ​time​ ​are​ ​refered​ ​to​ ​the​ ​following​ ​objectives: ROOM​ ​1 ● ● ● ● ●

Generate​ ​new​ ​ideas​ ​from​ ​others. Identify​ ​the​ ​main​ ​idea Synthesize​ ​and​ ​summarize​ ​what​ ​has​ ​been​ ​learned. Promote​ ​the​ ​students'​ ​contact​ ​with​ ​the​ ​ideas​ ​and​ ​opinions​ ​of​ ​their​ ​classmates. Promote​ ​support​ ​and​ ​mutual​ ​help.

ROOM​ ​2 ● ● ● ● ● ● ● ●

Perform​ ​small​ ​work​ ​or​ ​research​ ​projects. Respond​ ​to​ ​questions​ ​or​ ​problems. Use​ ​different​ ​strategies​ ​to​ ​find,​ ​organize​ ​and​ ​elaborate​ ​information. Promote​ ​mutual​ ​help​ ​and​ ​support. Generate​ ​and​ ​contrast​ ​ideas. Awake​ ​their​ ​interest​ ​in​ ​the​ ​content​ ​to​ ​be​ ​treated. Develop​ ​creativity. Get​ ​strategies​ ​to​ ​be​ ​able​ ​to​ ​solve​ ​problems. 3


ROOM​ ​3 ● ● ● ●

Contextualize​ ​the​ ​learning​ ​process,​ ​providing​ ​it​ ​with​ ​functionality. Develop​ ​problem-solving​ ​skills. Find​ ​agreements​ ​and​ ​consensus Use​ ​learning​ ​techniques​ ​to​ ​organize​ ​and​ ​elaborate​ ​information.

Define​ ​the​ ​target​ ​group Different students from any level and age who have in common that they are digital natives and​ ​need​ ​a​ ​training​ ​in​ ​cooperative​ ​work. Methodology a) D​ynamics ● Narrative The narrative thread and stage will be Star Wars: ​Long time ago, in a very, very distant galaxy, there was a confrontation between the "luminous side of the Force" (represented by the​ ​Jedi,​ ​protectors​ ​of​ ​the​ ​galaxy)​ ​and​ ​the​ ​"dark​ ​side"​ ​(represented​ ​by​ ​the​ ​Sith) The narrative will be in accordance with the Star Wars scenarios created and these will help to​ ​develop​ ​the​ ​plot​ ​through​ ​different​ ​objects​ ​placed​ ​in​ ​strategic​ ​locations. ● Relationships Build work groups or clans with a motto or name and an image that defines them. They will be distributed in two types of big groups: ​The Jedi “the protectors of the galaxy”​, and ​The Sith,​ ​“the​ ​dark​ ​side” We​ ​will​ ​also​ ​define​ ​roles​ ​within​ ​each​ ​group,​ ​these​ ​roles​ ​will​ ​change​ ​throughout​ ​the​ ​game. ● Group​ ​formation The groups will be made up of students from different levels; a high-level student (Initiative, leadership ability, motivation, ability to help, enthusiasm, etc.), a medium-high level, a mid-low​ ​level​ ​and​ ​a​ ​low​ ​level​ ​(low​ ​school​ ​performance,​ ​poor​ ​motivation,​ ​need​ ​for​ ​help,​ ​etc.). It is very important an homogeneous formation of the groups in order to create an equal starting​ ​point​ ​between​ ​the​ ​different​ ​teams.. b)​ ​M​echanics ● Challenges Work​ ​with​ ​cooperative​ ​techniques​ ​to​ ​overcome​ ​challenges​ ​in​ ​order​ ​to​ ​get​ ​different​ ​badges and​ ​to​ ​get​ ​the​ ​final​ ​objective:​ ​To​ ​find​ ​“The​ ​Force” ● Turns Groups​ ​can​ ​begin​ ​from​ ​any​ ​of​ ​the​ ​challenges​ ​offered​ ​in​ ​each​ ​of​ ​the​ ​three​ ​virtual​ ​rooms.​ ​By 4


solving​ ​them​ ​they​ ​will​ ​get​ ​ ​the​ ​keys​ ​to​ ​the​ ​riddles.​​ ​They​ ​may​ ​use​ ​a​ ​joint​ ​document​ ​to​ ​present the​ ​evidence.​ ​We​ ​will​ ​set​ ​extra​ ​challenges​ ​or​ ​optional​ ​challenges​ ​to​ ​increase​ ​the​ ​points​ ​or​ ​get aid​ ​bonuses. ● Competition With​ ​every​ ​achievement​ ​the​ ​group​ ​will​ ​get​ ​a​ ​score​ ​that​ ​will​ ​be​ ​collected​ ​in​ ​a​ ​ranking​ ​as​ ​well as​ ​a​ ​recognition​ ​badge. ● Rewards We​ ​will​ ​create​ ​galactic​ ​badges,​ ​that​ ​will​ ​correspond​ ​to​ ​the​ ​achievement​ ​of​ ​the​ ​challenges. ● Feedback A​ ​rubric​ ​will​ ​be​ ​shared​ ​at​ ​the​ ​beginning​ ​so​ ​that​ ​each​ ​group​ ​knows​ ​what​ ​challenges​ ​they​ ​will have​ ​to​ ​overcome​ ​in​ ​order​ ​to​ ​get​ ​a​ ​badge​ ​and​ ​finally​ ​to​ ​achieve​ ​“The​ ​Force” c)​ ​C​omponents ● Badges For​ ​the​ ​Compulsory​ ​Challenges​ ​the​ ​groups​ ​will​ ​achieve​ ​the​ ​following​ ​badges:​ I​ nsignia​ ​of​ ​the Unit,​ ​Imperial​ ​Emblem,​ ​Galactic​ ​Medallion​.​ ​Each​ ​badge​ ​corresponds​ ​to​ ​the​ ​achievement​ ​of an​ ​objective​ ​include​ ​in​ ​the​ ​room. For​ ​the​ ​Optional​ ​Challenges​ ​the​ ​groups​ ​can​ ​get​ ​these​ ​special​ ​badges:​ F ​ ire​ ​Bird​ ​of​ ​the Alliance​.​ ​They​ ​will​ ​not​ ​know​ ​how​ ​many​ ​badges​ ​they​ ​can​ ​achieve​ ​by​ ​doing​ ​these​ ​challenges, so​ ​we​ ​introduce​ ​the​ ​surprise​ ​factor​ ​and​ ​it​ ​will​ ​increase​ ​the​ ​motivation. ● Leaderboards: At​ ​the​ ​end​ ​of​ ​each​ ​challenge​ ​a​ ​leaderboard​ ​will​ ​be​ ​present​ ​with​ ​all​ ​the​ ​achievements acquired​ ​for​ ​each​ ​group.​ ​They​ ​will​ ​have​ ​the​ ​opportunity​ ​to​ ​share​ ​immediately​ ​their achievements​ ​in​ ​the​ ​social​ ​networks,​ ​so​ ​they​​ ​will​ ​spread​ ​their​ ​achievements​ ​and​ ​their motivation​ ​will​ ​be​ ​increased. ● Rooms “The​ ​Force”​ ​will​ ​be​ ​a​ ​hidden​ ​object​ ​that​ ​groups​ ​will​ ​find​ ​following​ ​the​ ​given​ ​clues​ ​after​ ​they have​ ​solved​ ​the​ ​challenges.​ ​As​ ​many​ ​badges​ ​as​ ​they​ ​have,​ ​as​ ​many​ ​clues​ ​they​ ​get. Every​ ​room​ ​will​ ​be​ ​dedicated​ ​to​ ​two​ ​challenges.​ ​In​ ​total​ ​there​ ​will​ ​be​ ​6​ ​challenges,​ ​one compulsory​ ​and​ ​one​ ​optional.​ ​Each​ ​challenge​ ​has​ ​to​ ​be​ ​solved​ ​using​ ​a​ ​different​ ​cooperative technique​ ​(hieroglyphic,​ ​riddle,​ ​secret​ ​code,​ ​etc.)​ ​If​ ​they​ ​succeed,​ ​they​ ​move​ ​on​ ​to​ ​the​ ​next challenge.​ ​If​ ​they​ ​lose,​ ​they​ ​start​ ​again.

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Romm​ ​1

Compulsory​ ​challenge

Cooperative technique

Optional challenge

Cooperative technique

Find​ ​answers​ ​to​ ​a​ ​test about​ ​Star​ ​Wars

Rotating Paper

Recapitulate​ ​everything learned​ ​about​ ​Star​ ​Wars Badge Fire​ ​Bird​ ​of​ ​the Alliance

Scrabble

Information search

Resolution​ ​of​ ​various puzzles​ ​about​ ​the​ ​saga.

Couples​ ​of detectives

Badge Insignia​ ​of​ ​the Unit Room​ ​2

Research​ ​about​ ​Star Wars Badge Imperial Emblem

Room​ ​3

Solve​ ​problems Badge Galactic Medallion

Badge Fire​ ​Bird​ ​of​ ​the Alliance Couples​ ​of detectives

Mind​ ​map​ ​about​ ​the Force Badge Fire​ ​Bird​ ​of​ ​the Alliance

Mind​ ​map through​ ​4 people groups

3.​​ ​R​esults​ ​and​ ​good​ ​practices As​ ​the​ ​main​ ​theme​ ​on​ ​which​ ​is​ ​based​ ​our​ ​project​ ​is​ ​Star​ ​Wars,​ ​we​ ​could​ ​predict​ ​good​ ​results at​ ​least​ ​when​ ​we​ ​are​ ​talking​ ​in​ ​terms​ ​of​ ​motivation.​ ​Star​ ​wars​ ​connects​ ​youth​ ​interests​ ​from outside​ ​the​ ​school​ ​with​ ​our​ ​project.​ ​It​ ​will​ ​also​ ​serve​ ​to​ ​connect​ ​our​ ​students​ ​interests​ ​with their​ ​parents​ ​interests​ ​as​ ​Star​ ​wars​ ​has​ ​been​ ​an​ ​iconic​ ​saga​ ​for​ ​years. Unfortunately​ ​we​ ​couldn´t​ ​implement​ ​our​ ​project​ ​yet.​ ​The​ ​recent​ ​start​ ​of​ ​the​ ​course​ ​leave​ ​us with​ ​no​ ​time​ ​to​ ​measure​ ​the​ ​results​ ​in​ ​a​ ​real​ ​classroom. 4.​ ​B​ibliography MCGONIGAL,​ ​J.​​ ​(2011):​ ​Reality​ ​is​ ​Broken.​ ​Why​ ​Games​ ​Make​ ​Us​ ​Better​ ​and​ ​How​ ​They​ ​Can Change​ ​the​ ​World​.​ ​Versión​ ​en​ ​español​ ​en​ ​Siglo​ ​XXI,​ ​Buenos​ ​Aires,​ ​2013. GEE JAMES, P. (2003): ​What Video Games Have to Teach Us About Learning and Literacy​. Versión​ ​en​ ​español​ ​en​ ​Ediciones​ ​Aljibe,​ ​2004. KAPP KARL, M. (2012): ​The Gamification of Learning and Instruction: Game-based Methods​ ​and​ ​Strategies​ ​for​ ​Training​ ​and​ ​Education,​ ​ ​Pfeiffer,​ ​USA

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AGELET, J. ET AL. (2000) Estrategias organizativas de aula. Propuestas para atender a la diversidad Barcelona: Graó BALOCHE,​ ​L.A.​ ​The​ ​cooperative​ ​clasroom.​ ​Empowering​ ​learning.​ ​New​ ​Jersey:​ ​Prentice​ ​Hall GILLIES, R.M. & ASHMAN,A.F. (2003) ​Co-operative learning: intellectualoutcomes​ ​of​ ​learning​ ​in​ ​groups.​ ​Londres:​ ​Routledge​ ​Falmer

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social

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GUITART, R. (1998) ​Jugar y divertirse sin excluir. Recopilación de juegos no competitivos. Barcelona:Graó

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