Page history last edited by Heike Philp 4 years, 8 months ago

Escape the room! 



An escape room is an adventure game set within a confined space in which players solve puzzles to unlock the door. Originally a videogame, you can now find non-virtual versions in cities all over the world. Players are given a set time limit during which they unveil a story and attempt to get out of the room. In order to do so, the players have to solve a variety of puzzles, riddles and other challenges in order to find keys and combinations to open locks.  


Escape rooms have started to be introduced to education as they can be easily adapted to a variety of subjects and provide plenty of opportunities for learning. They can be exciting, intense and a lot of fun. Teamwork and communication is key, which means they are ideal for language learning and teaching too.


During this EVO session we would like to explore different aspects of escape rooms and other puzzles, looking how you can use them for language learning and teaching. Participants are invited to join in to get tips and tricks on how to turn their classrooms into escape rooms. 


How to join


Session Objectives


By the end of this session you should:-


  • become aware of a variety of escape rooms and other puzzle games that you can use for language learning and teaching - online and offline

  • learn about escape rooms games online

  • learn how to create 360° photos to build your own online escape room

  • discover how to turn your classroom into an escape room

  • find, adapt and create riddles and puzzles for your students to help them learn

  • learn how best to create scenarios to situate language learning

  • practise creating communicative challenges for your own escape game 


Target Audience

This session is aimed at experienced language educators, language course designers, educational gamers, webheads, and anyone interested in escape rooms.




Week 1 - Using Escape Room in language teaching

In week 1, we will look at the escape room genre and other puzzle videogames, learning how best they can be adapted to language learning and teaching.

At the end of the week participants will have...

  • understood what escape room games are and how they can be sued for language learning


Week 2 - Puzzles and coded messages in language learning

In week 2, we will look at how puzzles, codes, and images can be used in language learning and teaching, and you will learn where to get ideas for puzzles you can use with students.

At the end of the week participants will be involved in...

  • creating puzzles, coded messages and designing other clues to start building the learning challenge



Week 3 - Escape rooms games online

In week 3, we will explore how escape rooms are created using 360° photos and how to add the puzzles in form of hotspots adding text, images and videos.

At the end of the week participants are expected to..

  • create a 360° photo and add hotspots with the puzzles


Week 4 - Escape room scenarios

In week 4, we will look at the nuts and bolts of escape rooms, exploring how best to design scenarios, puzzles and riddles that will turn your classroom into an escape room.

At the end of the week participants will have...

  • seen example escape rooms and will have started to create their own first scenario


Week 5 - Let’s get out! Escape room projects presentations 

Show and Tell! During the last week of our EVO session, we try out each other’s escape rooms and provide feedback as to the level of difficulty, need for collaboration and communication and how the rooms could be improved.



Google Classroom  to enroll here https://classroom.google.com/ please use the code u91gxp.  Simply click on the plus sign at the top right hand side of google classroom and add the code.

Zoom/ Adobe Connect live sessions

Session materials https://escaperoomelt.wordpress.com


Other tools

Digital games, Quizlet, apps


Suggested sponsors





Graham Stanley



Graham Stanley works for the British Council in Mexico. He is co-author of Digital Play:Computer games and language aims (Delta, 2011), awarded the British Council ELT Innovation award (ELTon) for Teacher Resources: and author of Language Learning with Technology (CUP, 2013), winner of the ESU Duke of Edinburgh award for ELT Book of the year. You can find him on Twitter @grahamstanley

Heike Philp


Belgium/ Germany

Heike Philp is CEO of let's talk online sprl, an immersive education specialist for language teaching and learning. She is co-initiator of EU funded LANCELOT (virtual classroom) and AVALON (virtual world) and the CAMELOT project (machinima for language teachers) and GUINEVERE (games in virtual worlds). She is founder of the Virtual Round Table Conference and co-owns EduNation in Second Life.

Dr. Randall Sadler, Illinois, USA


Dr. Randall Sadler is Associate professor at  Illinois University, head of the Virtual Worlds SIG of CALICO, and a book author on language learning in virtual worlds and telecollaboration. He is a TESOL member and co-owner of EduNation islands in Second Life. ‘Virtual Worlds for Language Learning: From Theory to Practice (Telecollaboration in Education)’, Randall Sadler, published by Peter Lang AG, Switzerland.


Statement of commitment: On your own session page, each moderator should type the words "I agree" followed by his/her name to show understanding of and acceptance of the following statement:


I understand that session moderators are expected to participate in the 5-week moderators' training session taking place from October 21 until November 18, 2018. The EVO session will be offered between January 13 and February 17, 2019.  I understand that EVO sessions are free of advertising and no commercial sponsorship is allowed. Finally, I understand that EVO sessions are free and open to all, and that no academic credit may be given for participation.


I agree, Heike Philp, Graham Stanley




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