IATEFL Liverpool 2019 workshop
Thanks to everyone who attended my workshop at IATEFL and apologies who weren’t able to get into the room because it was full. I was very pleased to see so many people there. As you’ll see from the original abstract and summary I submitted below, I made some changes to the session. The response to the workshop was fantastic. Particular thanks to all of you who took the time to let me know and especially to those who have subsequently got in touch to share links to other ELT and educational escape room ideas and to share with me what you are planning. If you do try this out with students, I’d love to hear how it went and (if possible) see the materials you used. Below are the slides I used for the IATEFL workshop and here are the links to the handouts in case you want to adapt them for class:
Title: Escape the classroom!
Room 12 (190 people)
Abstract (50-60 words)
An escape room is an adventure game set within a confined space in which players solve puzzles to unlock the door. During this workshop, we will look at how you can best use digital escape rooms for language learning with teenagers and then examine ways you can turn your own classroom into an escape room.
Summary (200-250 words)
As participants enter the room, they will see a short video showing examples of players experiencing escape rooms, both digital and in cities around the world (5 minutes)
I will then introduce participants to the concept of the Escape the Room genre of digital games and how they can be used in the ELT classroom by playing a game in a simulated classroom setting, showing how English can be practised. (5 minutes)
Next, participants will be invited to play an ELT Escape Game called ‘I Spy with MI5’ by trying to open a locked suitcase, by solving clues and puzzles together, which they will find on a handout. Solving these puzzles will lead the participants to other clues and hidden around the room, finally leading them to the combination that will unlock the suitcase. (5 minutes to set up and time limit of 15 minutes to play the game)
A debrief of the game will follow, with a reflection from participants on the language practice playing this game can generate. (5 minutes)
Finally, I will present ideas of how different elements, props, puzzles and codes can be combined to produce a stimulating game for teenagers, to maximize the practice of English in the classroom, sharing links to some ready-made materials that participants can download and start using with their own students. (10 minutes)