Unlocking the Potential of Puzzle-based Learning
Purchase
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/
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’