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Teacher's quick guide

A two-page checklist to plan a classroom escape room: what to decide before you start, a table to design the challenges, ideas for inclusion and accessibility, and a table to assess how each team did.

Print it before you design the activity and keep it at hand during the session to note times, hints used and observations. Afterwards, it will help you improve the next edition.

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Choose the options, then print it or save it as a PDF from the print dialog. The PDF downloads use the standard options.

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Tip: in the print dialog, turn off “Headers and footers”.

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Template

Teacher's quick guide

Before you start

  • Set the learning goal and the skill you want your students to practise.
  • Decide how long it lasts, how many teams there are and how many students per team.
  • Choose the locks: numeric, word, colour, directional…
  • Prepare the materials: printed cards, QR codes and devices with a connection.

Designing the challenges

No.ChallengeClue or resourceAnswerNotes
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escapify.io

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Teacher's quick guide

Inclusion and accessibility

  • Give every clue in writing, and read it aloud when needed.
  • Offer another way to the answer: easy-read text, pictograms or audio.
  • Prepare hints, from a nudge to the full answer, for teams that get stuck.
  • Check that no challenge depends on colour alone.

Quick assessment

TeamTimeHints usedFinal reflection

Notes

escapify.io