![]() ![]() Sometimes people contact us asking for answers or hints, and we encourage them to explore the games alongside their students, to show that teachers don’t always hold all the knowledge. We purposely make the games challenging and rather in-depth. Resiliency and growth mindset have been another huge focal point of this project. We act on all feedback that we feel improves the games, which is something an effective teacher should always do as you gauge student reaction in class. As part of our games we have a feedback form that allows us to hear directly from the people who are playing our games. One lesson we’ve learned is that we constantly need to be flexible in our teaching. We’ve certainly learned a lot since we first launched our games. ![]() We responded with an immediate “yes!” and began integrating our content into the Breakout EDU website. In mid-April, James Sanders reached out to us and asked if we’d like to officially become Breakout EDU Digital, and take on /digital. After the initial Beta test and feedback, we released our games and website out to a wider audience on Facebook and Twitter. When we sent out the initial invitation to Beta test our games on March 25, 2016, we were blown away with over 200 responses in less than 36 hours. This project started small, and we expected to share the games around, then move on with other things. In our games, all clues are linked directly within a Google Site, and take some serious detective work to solve. With Google Forms and data validation, we were able to recreate the locked box and hasp. We wanted to replicate them using only digital tools. We realized how much fun these games were, while also being educational. We love seeing how engaged and motivated our students are, even those who less likely to participate in class. We (Justin and Mari) have run multiple Breakout EDU games with our students. (See a thorough explanation of how Breakout EDU works here.) By the end, students will have (hopefully) found and figured out all of the clues, enabling them to unlock all the locks and complete the game before time runs out. Let the students’ natural curiosity and excitement do the rest. Realizing most educators can’t lock students in a room (for obvious legal and ethical reasons), the two decided to flip the concept – take a wooden box, add a hasp and a few locks, and provide clues. What’s Breakout EDU Digital all about? Check out this post. ![]()
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