
Unlocking the Potential of Puzzle-based Learning
Designing escape rooms and games for the classroom
SAGE Publications Ltd (Publisher)
1st Edition
Published on 3. February 2021
Book
Hardback
200 pages
978-1-5297-1409-8 (ISBN)
Description
Discover the educational power of puzzle-based learning. Understand the principles of effective game design, the power of well-crafted narratives and how different game mechanics can support varied learning objectives.
Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools.
Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.
Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools.
Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.
More details
Language
English
Place of publication
London
United Kingdom
Target group
Professional and scholarly
Dimensions
Height: 241 mm
Width: 196 mm
Thickness: 15 mm
Weight
578 gr
ISBN-13
978-1-5297-1409-8 (9781529714098)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Scott Nicholson | Liz Cable
Unlocking the Potential of Puzzle-based Learning
Designing escape rooms and games for the classroom
Book
02/2021
1st Edition
SAGE Publications Ltd
€64.30
Shipment within 15-20 days

Scott Nicholson | Liz Cable
Unlocking the Potential of Puzzle-based Learning
Designing escape rooms and games for the classroom
E-Book
12/2020
1st Edition
Corwin UK
€56.99
Available for download

Scott Nicholson | Liz Cable
Unlocking the Potential of Puzzle-based Learning
Designing escape rooms and games for the classroom
E-Book
12/2020
1st Edition
Corwin UK
€56.99
Available for download

Scott Nicholson | Liz Cable
Unlocking the Potential of Puzzle-based Learning
Designing escape rooms and games for the classroom
E-Book
12/2020
1st Edition
Corwin UK
€56.99
Available for download
Persons
Dr. Scott Nicholson is a professor in the Game Design and Development program at Wilfrid Laurier Unviersity in Brantford, Ontario, Canada. He has been designing live-action games for over 30 years and was the first scholar to explore escape rooms at an international level. He led a team of students to create the escape rooms for the 2017 and 2019 Red Bull Mind Gamers Escape Room World Championships and was the designer of the award-winning Breakout EDU puzzle box game, Ballot Box Bumble. He is a former librarian and library school professor, and his passion is creating face-to-face games for learning in museums, libraries, classrooms and the home.
Liz Cable is a Senior Lecturer in Digital Narratives and Transmedia Production at Leeds Trinity University, UK, and a PhD candidate researching Escape Games in Education. She founded The Adventurers Guild national live-action role-playing society, was Editor of "The Adventurer" magazine, and has run several massive multiplayer campaigns over 30 years. She has been designing commercial and educational escape games since 2015, and teaches educators to make immersive games for the classroom and beyond.
Liz Cable is a Senior Lecturer in Digital Narratives and Transmedia Production at Leeds Trinity University, UK, and a PhD candidate researching Escape Games in Education. She founded The Adventurers Guild national live-action role-playing society, was Editor of "The Adventurer" magazine, and has run several massive multiplayer campaigns over 30 years. She has been designing commercial and educational escape games since 2015, and teaches educators to make immersive games for the classroom and beyond.
Content
Chapter 1: A framework for learning with escape games
Chapter 2: Game shapes
Chapter 3: World design
Chapter 4: Creating and sharing the narrative
Chapter 5: Concepts for puzzle design
Chapter 6: Designing specific puzzle types
Chapter 7: Designing the escape game experience
Chapter 8: Prototyping and playtesting
Chapter 9: Running the game: Facilitation, reflection and assessment
Chapter 10: Sample game: 'Misinformation literacy'
Chapter 2: Game shapes
Chapter 3: World design
Chapter 4: Creating and sharing the narrative
Chapter 5: Concepts for puzzle design
Chapter 6: Designing specific puzzle types
Chapter 7: Designing the escape game experience
Chapter 8: Prototyping and playtesting
Chapter 9: Running the game: Facilitation, reflection and assessment
Chapter 10: Sample game: 'Misinformation literacy'