Escape The Classroom is an example of gamification, where in this game you are locked in the classroom by your students, and you have to try to escape. With such a game you can increase the motivation of students and make activities challenging. Intrinsic motivation of students when playing an escape room is remarkably high. The students find solving puzzles fun and engaging and they can forget that they are working on regular learning content. Research shows that game elements in education in general lead to more involvement and motivation of students.
You are locked in the classroom by your students. Try to escape. An escape room for fun!
Advanced
Hotspot Image Connector, Plain Text, Model Answer, Graphic and Sound, Multiple Choice Connector, Decision Tree
Menno de Waal van het Graafschap College
Dutch
Xerte objects are browser based and all major browsers offer the option to translate the language on the page. Use the right-click menu (Chrome, Firefox) or menu bar settings (Edge, Safari) to find the translate option.
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