Breakout EDU

Science: Grade 10
Learning goals: Earth Science, Space Program
Learning skills: Critical thinking, collaboration, creativity and communication
Lesson time: 80 minutes (45 minutes + processing)

Breakout EDU kit


Breakout EDU is simuler to Escape rooms. In Breakout EDU, players work collaboratively to solve a series of critical thinking puzzles in order to open a locked box. Breakout EDU games are designed for 8-15 players so in this class we use three kits with 24 students and students are divide into three smaller groups. There are clues posted or hidden in the room and students have to work together and follow these clues to unlock a box. There is a timer, 45 minutes, and they have to beat the clock.
At this website you will find access game resources for this lesson and facilitation tool where the timer is and two hint cards.
After 45 minutes there is processing of the lesson where students are asked reflection questions related to this project.
What did you learn about the Apollo missions from this game?
Would you want to go into space? Why or why not?
How do you think they used the technology they had back then to make it to the moon safely? Explain your thinking.
What was the hardest part of this Breakout game?
What is one thing you wish you had known going into this game?
Breakout EDU games transfer the ownership of learning from the instructor to the student, making it easy to observe how learners approach problem solving and apply their knowledge. In addition to the content knowledge needed to succeed in a specific game, all Breakout EDU games require critical thinking, collaboration, creativity and communication. A Breakout EDU game provides learners with many opportunities to fail forward. Every unsuccessful attempt to open a lock forces the player to try again.
Breakout EDU is designed as an activity that “teach teamwork, problem solving, critical thinking, and troubleshooting by presenting students with challenges that ignite their natural drive to problem solve” (James Sanders). It can be used to introduce a new lesson concept, to reinforce and strengthen learning, or at the end of a unit to bring closure to a lesson and reinforce skills and concepts learned, all in a fun way.