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25+ Free Digital Escape Rooms {Free!}
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Try out one of these FREE Digital Escape Rooms to bring some well-deserved amusement to your home or classroom!

Escape Rooms are traditionally a physical “locked” room in which there are clues on how to escape. You need to solve each clue or problem that is presented in order to move onto the next clue, which, when you’ve solved enough, will eventually allow you to leave the room. Now, imagine this scenario, but in a virtual setting.

A digital escape room, like the ones described below, will give you a short story in reference to the theme. As you click through the prompts they give you, there will come a time where you need to solve a problem or a clue in order to click to the next prompt. Just as in real life, you won’t be able to “escape” until all the clues have been solved.

Subject:
Education
Material Type:
Activity/Lab
Homework/Assignment
Author:
Mama Teaches
Date Added:
04/22/2020
5 Clue Challenge
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"All over the world, people live in diverse regions, and climates with different animals, plants, and interesting nuances. As I have traveled the world working with teachers and students, I have tried to bring experiences back to my own classes. Below you'll find short videos where you will get 5 clues to guess a location, animal, or person. Some videos were created by me as I traveled. Others were submitted to me by teachers and children from around the globe. Your mission is to do research and figure out the answer to each challenge in as few clues as possible. Have fun! "

Can you guess where he is?
Can you guess what animal it is?

Subject:
Science
Social Studies
Material Type:
Activity/Lab
Author:
Michael Soskil
Date Added:
12/12/2019
Algebra Team: Inside Ms. Jones' Class
Read the Fine Print
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In this four part series, we visit the classrooms of two partner teachers who plan all their lessons together but have totally different styles inside the classroom. See the same lesson unfold in each class, the class structures used by each teacher, and the group work formats used by each.

Subject:
Math
Material Type:
Teaching/Learning Strategy
Provider:
Teaching Channel
Provider Set:
Teaching Channel
Author:
Julian Jones
Marlo Warburton
Date Added:
05/24/2018
Algebra Team: Inside Ms. Warburton's Class
Read the Fine Print
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In this four part series, we visit the classrooms of two partner teachers who plan all their lessons together but have totally different styles inside the classroom. See the same lesson unfold in each class, the class structures used by each teacher, and the group work formats used by each.

Subject:
Math
Material Type:
Teaching/Learning Strategy
Provider:
Teaching Channel
Provider Set:
Teaching Channel
Author:
Julian Jones
Marlo Warburton
Date Added:
05/24/2018
Algebra Team: Overview of Teaching Styles
Read the Fine Print
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In this four part series, we visit the classrooms of two partner teachers who plan all their lessons together but have totally different styles inside the classroom. See the same lesson unfold in each class, the class structures used by each teacher, and the group work formats used by each.

Subject:
Math
Material Type:
Teaching/Learning Strategy
Provider:
Teaching Channel
Provider Set:
Teaching Channel
Author:
Julian Jones
Marlo Warburton
Date Added:
05/24/2018
Algebra Team: Strategies for Group Work
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In this four part series, we visit the classrooms of two partner teachers who plan all their lessons together but have totally different styles inside the classroom. See the same lesson unfold in each class, the class structures used by each teacher, and the group work formats used by each.

Subject:
Math
Material Type:
Teaching/Learning Strategy
Provider:
Teaching Channel
Provider Set:
Teaching Channel
Author:
Julian Jones
Marlo Warburton
Date Added:
05/24/2018
At the Doctor's
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Educational Use
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In this simulation of a doctor's office, students play the roles of physician, nurse, patients, and time-keeper, with the objective to improve the patient waiting time. They collect and graph data as part of their analysis. This serves as a hands-on example of using engineering principles and engineering design approaches (such as models and simulations) to research, analyze, test and improve processes.

Subject:
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Courtney Feliciani Patricio Rocha
Dayna Martinez
Tapas K. Das
Date Added:
09/18/2014
Braingenie
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Subject:
Biology
Chemistry
Math
Physics
Science
Material Type:
Activity/Lab
Date Added:
04/12/2019
Build a Toy Workshop
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Educational Use
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Working as if they are engineers who work for (the hypothetical) Build-a-Toy Workshop company, students apply their imaginations and the engineering design process to design and build prototype toys with moving parts. They set up electric circuits using batteries, wire and motors. They create plans for project material expenses to meet a budget.

Subject:
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Carleigh Samson
Eszter Horanyi
Jacob Crosby
Jonathan McNeil
Malinda Schaefer Zarske
William Surles
Date Added:
09/18/2014
CS Discoveries 2019-2020: Data and Society Lesson 5.11: Structuring Data
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson, students go further into the collection and interpretation of data, including cleaning and visualizing data. Students first look at the how presenting data in different ways can help people to understand it better, and they then create visualizations of their own data. Using a the results of a preferred pizza topping survey, students must decide what to do with data that does not easily fit into the visualization scheme that they have chosen. Finally, students look at which parts of this process can be automated by a computer and which need a human to make decisions.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.12: Making Decisions with Data
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson students get practice making decisions with data based on some problems designed to be familiar to middle school students. Students work in groups discussing how they would use the data presented to make a decision before the class discusses their final choices. Not all questions have right answers and in some cases students can and should decide that they should collect more data. The lesson concludes with a discussion of how different people could draw different conclusions from the same data, or how collecting different data might have affected the decisions they made.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.13: Interpreting Data
Conditional Remix & Share Permitted
CC BY-NC-SA
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Students begin the lesson by looking at a cake preference survey that allows respondents to specify both a cake and an icing flavor. They discuss how knowing the relationship between cake and icing preference helps them better decide which combination to recommend. They are then introduced to cross tabulation, which allows them to graph relationships to different preferences. They use this technique to find relationships in a preference survey, then brainstorm the different types of problems that this process could help solve.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.14: Automating Data Decisions
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson students look at a simple example of how a computer could be used to complete the decision making step of the data problem solving process. Students are given the task of creating an algorithm that could suggest a vacation spot. Students then create rules, or an algorithm, that a computer could use to make this decision automatically. Students share their rules and what choices their rules would make with the class data. They then use their rules on data from their classmates to test whether their rules would make the same decision that a person would. The lesson concludes with a discussion about the benefits and drawbacks of using computers to automate the data problem solving process.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.15: Project - Make a Recommendation
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CC BY-NC-SA
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To conclude this unit, students design a recommendation engine based on data that they collect and analyze from their classmates. After looking at an example of a recommendation app, students follow a project guide to complete this multi-day activity. In the first several steps, students choose what choice they want to help the user to make, what data they need to give the recommendation, create a survey, and collect information about their classmates' choices. They then interpret the data and use what they have learned to create the recommendation algorithm. Last, they use their algorithms to make recommendations to a few classmates. Students perform a peer review and make any necessary updates to their projects before preparing a presentation to the class.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.1: Problem Solving with Big Data
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CC BY-NC-SA
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In this lesson, students look at how data is collected and used by organizations to solve problems in the real world. The lesson begins with a quick review of the data problem solving process they explored in the last lesson. Then students are presented three scenarios that could be solved using data and brainstorm the types of data they would want to solve them and how they could collect the data. Each problem is designed to reflect a real-world service that exists. After brainstorming, students watch a video about a real-world service and record notes about what data is collected by the real-world service and how it is used. At the end of the lesson, students record whether data was provided actively by a user, was recorded passively, or is collected by sensors.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.1: Representation Matters
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CC BY-NC-SA
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In the first lesson of the data unit, students get an overview of what data is and how it is used to solve problems. Students start off with a brief discussion to come to a common understanding of data. They then split into groups and use a data set to make a series of meal recommendations for people with various criteria. Each group has the choices of meal represented in a different way (pictures, recipes, menu, nutrition) that gives an advantage for one of the recommendations. Afterwards, groups compare their responses and discuss how the different representations of the meal data affected how the students were able to solve the different problems.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.2: Patterns and Representation
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CC BY-NC-SA
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In this lesson students create their own system for representing information. They begin by brainstorming all the different systems they already use to represent yes-no responses. They then work in small groups to create a system that can represent any letter in the alphabet using only a single stack of cards. The cards used have one of 6 different possible drawings (6 animals, 6 colors, etc.) and so to represent the entire alphabet students will need to use patterns of multiple cards to represent each letter. Students create messages with their systems and exchange with other groups to ensure the system worked as intended. In the wrap-up discussion the class reviews any pros and cons of the different systems. They discuss commonalities between working systems and recognize that there are many possible solutions to this problem and what's important is that everyone use the same arbitrary system to communicate.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.3: ASCII and Binary Representation
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson students learn to use their first binary system for encoding information, the ASCII system for representing letters and other characters. At the beginning of the lesson the teacher introduces the fact that computers must represent information using either "on" or "off". Then students are introduced to the ASCII system for representing text using binary symbols. Students practice using this system before encoding their own message using ASCII. At the end of the lesson a debrief conversation helps synthesize the key learning objectives of the activity.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.4: Representing Images
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson students learn how computers represent images. To begin the lesson they consider the challenge of turning all the complexity of vision into a binary pattern. Through a series of images showing how this transformation is made students are introduced to the concept of splitting images into squares or "pixels" which can then be turned on or off individually to make the entire image. Students then do a short set of challenges using the Pixelation Widget in order to draw black and white images. Puzzles are designed to call out some of the challenges of representing images in this way. In the wrap up students make connections between the system for representing images and the system for representing text they learned in the previous lesson.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.5: Representing Numbers
Conditional Remix & Share Permitted
CC BY-NC-SA
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In this lesson, students learn about the binary number system. With a set of cards that represent the place values in a binary (base-2) number system by a collection of dots, students turn bits "on" or "off" by turning cards face up and face down, then observe the numbers that result from these different patterns. Eventually, students extend the pattern to a generic 4-bit system.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
10/11/2019