Unlocking the Potential of Puzzle-based Learning

Designing escape rooms and games for the classroom
Scott Nicholson - Wilfrid Laurier University, Canada
Liz Cable - Leeds Trinity University, UK
Unlocking the Potential of Puzzle-based Learning
December 2020 | 200 pages | Sage UK
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eBook
ISBN: 9781529755312
Available from January 0001
Paperback
ISBN: 9781529714081
Available from January 0001

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.

Contents

Chapter 1: A framework for learning with escape games

Chapter 1: A framework for learning with escape games

Chapter 2: Game shapes

Chapter 2: Game shapes

Chapter 3: World design

Chapter 3: World design

Chapter 4: Creating and sharing the narrative

Chapter 4: Creating and sharing the narrative

Chapter 5: Concepts for puzzle design

Chapter 5: Concepts for puzzle design

Chapter 6: Designing specific puzzle types

Chapter 6: Designing specific puzzle types

Chapter 7: Designing the escape game experience

Chapter 7: Designing the escape game experience

Chapter 8: Prototyping and playtesting

Chapter 8: Prototyping and playtesting

Chapter 9: Running the game: Facilitation, reflection and assessment

Chapter 9: Running the game: Facilitation, reflection and assessment

Chapter 10: Sample game: ‘Misinformation literacy’

Chapter 10: Sample game: ‘Misinformation literacy’

Resources

Click for online resources

http://scottnicholson.com/misinformation/

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.

Contents

Chapter 1: A framework for learning with escape games

Chapter 1: A framework for learning with escape games

Chapter 2: Game shapes

Chapter 2: Game shapes

Chapter 3: World design

Chapter 3: World design

Chapter 4: Creating and sharing the narrative

Chapter 4: Creating and sharing the narrative

Chapter 5: Concepts for puzzle design

Chapter 5: Concepts for puzzle design

Chapter 6: Designing specific puzzle types

Chapter 6: Designing specific puzzle types

Chapter 7: Designing the escape game experience

Chapter 7: Designing the escape game experience

Chapter 8: Prototyping and playtesting

Chapter 8: Prototyping and playtesting

Chapter 9: Running the game: Facilitation, reflection and assessment

Chapter 9: Running the game: Facilitation, reflection and assessment

Chapter 10: Sample game: ‘Misinformation literacy’

Chapter 10: Sample game: ‘Misinformation literacy’

Resources

Click for online resources

http://scottnicholson.com/misinformation/
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Unlocking the Potential of Puzzle-based Learning

Designing escape rooms and games for the classroom


December 2020 | 200 pages | Sage UK

Format Published Date ISBN Price
Paperback 31/03/2026 9781529714081 $68.00
Hardcover 31/03/2026 9781529714098 $130.00
180 Day Ebook 28/03/2023 9781529755312 $40.00
Lifetime 28/03/2023 9781529755312 $58.00

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.


Table Of Contents:

  • 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’

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