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Escape the Classroom!

Page history last edited by Graham Stanley 6 months, 1 week ago


Session Title: 

Escape the Classroom!




Abstract:  An escape room is an adventure game set within a confined space in which players solve puzzles to unlock the door. Originally a videogame, you can now find non-virtual versions in cities all over the world. Players are given a set time limit during which they unveil a story and attempt to get out of the room. In order to do so, the players have to solve a variety of puzzles, riddles and other challenges in order to find keys and combinations to open locks. Escape Rooms can be exciting, intense and a lot of fun. Teamwork and communication is key, which means they are ideal for language learning and teaching too. During this EVO session we would like to explore different aspects of escape rooms (both live and digital), looking how you can use these for language learning and teaching. Participants are invited to join in to get tips and tricks on how to turn their classrooms into escape rooms.

Target audience: Language teachers, new and experienced, interested in exploring how game-based learning can be used to motivate students

Session objectives: By the end of this session, participants will have been introduced to live and digital Escape Rooms and how they can be used in language teaching and learning. They will have learned: how to approach adapting existing escape room ideas and puzzles for their own teaching and earning context; how to design their own escape room activity for the classroom; how to create 360° photos and turn them into digital escape room activities; where to find resources for escape room activities; presented their own escape room activities for review by participants


Week 1: Jan, 11-18 2020
 Participants will join escaperoomelt.slack.com and introduce themselves;they will be encouraged to set up a blog or wiki, which will act as their personal learning space for the duration of the EVO session; they will be invited to attend a kick-off introductory webinar, where the concept of using Escape Rooms in language teaching and learning will be developed, and where they will have the opportunity to meet the session moderators, find out about the different threads of the session, and ask any questions they may have about the upcoming weeks. 


At the end of the week participants will have...

  • understood what escape room games are and how they can be used for language learning and teaching.
  • experienced either a live escape room or a video game escape room. 


Week 2:  Jan. 19-25 2020

Depending on the thread participants choose to follow, in week 2, participants will look at how others have adapted Escape Room ideas for learning and teaching.


At the end of the week participants will be involved in...

  • Live Escape Rooms ...creating puzzles, coded messages and designing other clues to start building the learning challenge.

  • Escape Room Board Games ...reading about, trying out, and evaluating existing Escape Room board games.

  • Digital Escape Rooms ...exploring examples of digital escape rooms created on platforms such as https://www.genial.ly and https://deck.toys/), analysing features of digital escape rooms and types of puzzles, considering how walkthroughs can be used to provide scaffolding and language learning activities.

Week 3: Jan. 26- Feb. 1 2020

In week 3, participants will examine in more detail how Escape Rooms can be used with learners and will start to explore making their own.


At the end of the week participants are expected to...

  • Live Escape Rooms ...have looked at the nuts and bolts of escape rooms, exploring how best to design scenarios, puzzles and riddles that will turn the classroom into an escape room.
  • Escape Room Board Games ...have learned how Escape Room board games can best be adapted for the language class and have (if possible) tried one with learners and provided feedback.
  • Digital Escape Rooms ...have explored examples of digital escape rooms on platforms such as https://www.thinglink.comhave learned how to take their own 360º photos and researched online sources for suitable images for use in digital escape rooms, have started to create a basic escape room for themselves.


Week 4: Feb. 2-8 2020

In week 4, participants will get be designing and developing their own Escape Room activities to use in class.


At the end of the week participants will have...

  • Live Escape Rooms ...explored example escape room and puzzle hunt activities and will have started to design their own first scenario.
  • Escape Room Board Games ...had advice on and have started to make their own Escape Room Board game, planning the scenario and learning outcomes
  • Digital Escape Rooms ...further explored how escape rooms are created, experimenting with adding puzzles, text, images and/or videos using hotspots, started to plan their own digital escape room, including developing a narrative, designing digital puzzles, and creating digital locks for their escape rooms.


Week 5: Feb. 9-152020
The final week will be spent by participants putting the finishing touches to their escape room activities. Participants will be encouraged to join a final live session and will be given the opportunity to present their ideas and receive feedback, with all 3 threads coming together. In this session, they will also be encouraged to continue participating and sharing ideas (if they wish) at escaperoomelt.slack.com. They will also be asked to evaluate the EVO session, providing feedback for the moderators so that improvements can be made if another edition runs the year after. 




Other technology tools: 

 Participant will set up and use their own personal learning space, such as Wordpress,  Blogger or PbWorks. They can also opt to use Google docs.

360° photos:  https://www.thinglink.com and/or https://veer.tv/


Join this session


Registration starts on Jan 5, 2020. 




To join this EVO session:


From January 5 - 11.


1. To join the escaperoomelt.slack.com community (click on this invitation link)

2. Find your session content at:  https://escaperoomelt.wordpress.com/ 








Name (last, first)

Email address

(country of residence)

(max. 50 words) 


Stanley, Graham



Graham Stanley works for the British Council in Mexico. He is co-author of Digital Play:Computer games and language aims (Delta, 2011), awarded the British Council ELT Innovation award (ELTon) for Teacher Resources: and author of Language Learning with Technology (CUP, 2013), winner of the ESU Duke of Edinburgh award for ELT Book of the year. You can find him on Twitter @grahamstanley


Worgan, Michelle 



Michelle is a freelance materials writer specialising in primary ELT. She has been teaching for twenty years, mainly in Spain. Her goals are to improve language learning content and classroom materials through innovation. Michelle frequently gives workshops at local and national conferences and is the president of a local teachers’ association.

Scorus, Madalina



Madalina Scorus works for Twinkle Star Language Centre in Iasi, Romania. She prepares students for their Cambridge Exams (YLE-CAE) and, during the Summer she develops and runs different interactive courses like Escape the classroom, Lock and Key Detective Agency, Understanding Adolescence (online course) for Young Learners and Teenagers.

Syurmen, Meriyem



Meriyem Syurmen works for Suleyman Demirel University in Almaty, Kazakhstan. 

She is a creative and interactive ELT activities enthusiast. She researched the use of Escape Room games and other types of games in English language classroom. Meriyem has been in the organizing team of several workshops at Suleyman Demirel University.    




Primary Contact: Graham Stanley

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