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LAIRD LEARNING

Restart Breakout Edu

5/18/2018

24 Comments

 
Literacy Breakout Edu's are one of my favorite uses of game based learning. I've been creating Breakout Edu's over different novels and this one is tied to the book Restart by Gordon Korman. Let me know if you would like a copy of this Breakout, or any of the other ones I've created.

Literacy Breakout Edu over Restart by Gordon Korman

Game Name: Restart

Game Designer: Stephanie Laird @LairdLearning, LairdLearning.com

Content Areas: Reading

Recommended Ages: 3rd-6th grade

Ideal Group Size: Whole Class

Suggested Time: 30-40 minutes

Story:
While recording Brenden’s newest viral video idea, “Dog Walker in Rollerblades,” the group came across a box with several locks. Wondering what was inside, Chase and Brenden wanted to solve the clues, but realized video club was about to begin, and they have 10 dogs to return! Can you help Chase and Brenden by solving the clues and unlocking the box before they return? You have 30 minutes to unlock the box. Your time starts now. 

Lock Combinations:
  • 3-Digit Lock ​ 982   (Solved using the film strips)
  • 4-Digit Lock 8263 (Solved using text messages and map)
  • ABC Lock  START (Solved using the bold letters in the quote on the cipher wheel)
  • Directional Lock  ←←↓→ ↑ (Solved using the cipher wheel and questions)
  • Key Lock  Taped to a football (Solved using the decoder lens and red clue)

Setup Instructions:
  1. Print out all clue cards
  2. Cut apart and put together the cipher wheel
  3. You'll use invisible ink to write the following numbers on the back of the film strips: Write 9 on the "How to Clean Your Tricycle;" 8 on "Leaf Man;" and 2 on "One Man Band).​
  4. Cut apart film strip pieces that have the words on them. 
  5. Place flashlight and cipher wheel in small breakout box. Lock with the key lock.​
  6. Place the film strip pieces and the map in another small box. Lock this with the ABC lock.
  7. Hide all clues and decoder lens around the room.
  8. Tape the key to the football
  9. Using the hasp, the directional lock, the 3 digit lock, and the 4 digit lock, lock the Breakout Box.

Reflection Questions:
  1. How did your group utilize each individual’s strengths?
  2. How did you contribute to your team?
  3. Did everyone in your group have an opportunity to contribute?
  4. Describe a moment in the game when your team worked well together.
  5. How could your group have been more effective?

Additional Requirements: 
  1. ​Decoder Lens
  2. Football
  3. UV Pen
  4. UV Flashlight
  5. 2 small breakout boxes or bags

CCSS:  RL.1, RL.2, RL.3
24 Comments

Out of My Mind Breakout Edu

5/11/2018

4 Comments

 
This Breakout Edu is over the book Out of My Mind by Sharon M Draper. Let me know if you would like a copy of this Breakout, or any of the other ones I've created.
Literacy Breakout Edu over Out of My Mind 
by Sharon M DraperGame Name: Out of My Mind

Game Designer: Stephanie Laird @LairdLearning, LairdLearning.com

Content Areas: Reading

Recommended Ages: 3rd-6th grade

Ideal Group Size: Whole Class

Suggested Time: 30-40 minutes

Story:
There’s an update for Melody’s Medi Talker, but her parents and Mrs. V are so busy helping Penny recover, they haven’t gotten around to installing the update. Rosie wants to help Melody, but needs your help in solving the clues and unlocking the box where the Medi Talker is stored. Will you help? The bus comes to pick up Melody and Rosie in 30 minutes, so time is running out! Work together, problem solve, and use what you learned in Out of My Mind! Your time starts now.

Lock Combinations:
  • 3-Digit Lock  473 
  • 4-Digit Lock  5985
  • ABC Lock  OLLIE
  • Directional Lock  ← ↑ ↓ ← →
  • Key Lock  Taped to a photo of the brain 

Setup Instructions:
  1. Print out all clue cards
  2. Put together the cipher wheel
  3. Place the cipher wheel in the small Breakout box
  4. Set the locks
  5. Lock the small breakout box with the 4 digit lock
  6. Place all other locks on the large Breakout box using the hasp
  7. Tape the key to the back of the brain photo
  8. Hide all clues and hint cards

Reflection Questions:
  1. How did your group utilize each individual’s strengths?
  2. How did you contribute to your team?
  3. Did everyone in your group have an opportunity to contribute?
  4. Describe a moment in the game when your team worked well together.
  5. How could your group have been more effective?​

CCSS:  RL.1, RL.2, RL.3
4 Comments

Belly Up Breakout Edu

2/2/2018

1 Comment

 
I've been creating Breakout Edu's over different novels and this one is tied to the book Belly Up by Stuart Gibbs. Let me know if you would like a copy of this Breakout, or any of the other ones I've created.

Literacy Breakout Edu over Belly Up by Stuart Gibbs.

​Game Name: Will Henry Jr. go Belly Up?

Game Designer: Stephanie Laird @LairdLearning, LairdLearning.com

Content Areas: Reading

Recommended Ages: 3rd-6th grade

Ideal Group Size: Whole Class

Suggested Time: 45 minutes

Story:
Henry Hippo Junior is the new star of FunJungle and Teddy Fitzroy promised Summer he would keep an eye on Hippo River. Last night, Teddy received a text from Summer telling him she overheard her dad talking to Large Marge on the phone, discussing how the new koala is missing and they're worried the baby hippo may be next! Teddy needs your help to track down Doc, solve the mystery, and prevent anything from happening to Henry Jr.! You have 45 minutes to solve the clues, so work together. Your time starts now! 

Lock Combinations:
  • 3-Digit Lock  346 
  • 4-Digit Lock  0816
  • ABC Lock  Water
  • Directional Lock  ←↑→↓↓
  • Key Lock  Taped to trash can 
  • Color clock  Brown, Black, Yellow, Grey, Pink

Setup Instructions:
  1. Print out all clue cards
  2. Tape the key to the trash can.
  3. Place red decoder lens near the box.
  4. Hide all clue cards around the room​
  5. Using the hasp, lock the Breakout Box with the directional lock, word lock, 3 digit lock, 4 digit lock, color lock, and key lock on the hasp.

Reflection Questions:
  1. How did your group utilize each individual’s strengths?
  2. How did you contribute to your team?
  3. Did everyone in your group have an opportunity to contribute?
  4. Describe a moment in the game when your team worked well together.
  5. How could your group have been more effective?

Additional Requirements: 
  1. ​Decoder Lens

CCSS:  RL.1, RL.2, RL.3
1 Comment

Crenshaw Breakout Edu

1/2/2018

1 Comment

 
I've been creating Breakout Edu's over different novels and this one is tied to the book Crenshaw by Katherine Applegate. Let me know if you would like a copy of this Breakout, or any of the other ones I've created.
Literacy Breakout Edu over Crenshaw by Katherine Applegate. 
Game Name: Crenshaw's Jelly Beans

Game Designer: Stephanie Laird @LairdLearning, LairdLearning.com

Content Areas: Reading

Recommended Ages: 3rd-6th grade

Ideal Group Size: Whole Class

Suggested Time: 45 minutes

Story:
Crenshaw needs your help! To keep Marisol from eating his purple jelly beans, he locked them in the Breakout Edu box in Jackson’s keepsake bag. The problem is, Crenshaw has been busy helping Jackson and forgot the lock combinations! Thankfully, Crenshaw left clues in order to figure out the combination and needs you to help solve the clues and unlock the box. You have 45 minutes to solve the clues, so work together, problem solve, and breakout the Jelly Beans. Your time starts now!

Lock Combinations:
  • 3-Digit Lock  132
  • 4-Digit Lock  2015
  • ABC Lock  TRUTH
  • Directional Lock  ↓↓↑↑←
  • Key Lock  Hidden Inside The House on East 88th Street
  • Color clock  Yellow, Green, Blue, Red, White

Setup Instructions:
  1. Print out all clue cards
  2. Cut out the cardboard sign clues (I’d Rather Be Fishing) and on the back of each clue, write one number for the answer 2015 in invisible ink.
  3. Tape the key in the book The House on East 88th Street by Bernard Waber. Place book somewhere in the room.
  4. Place red decoder lens near the box.
  5. Cut the “Enjoy the magic around you” clue into six pieces (or into a puzzle)
  6. Hide all clue cards around the room
  7. Hide the flashlight around the room.
  8. Using the hasp, lock the Breakout Box with the directional lock, word lock, 3 digit lock, 4 digit lock, color lock, and key lock on the hasp.

Reflection Questions:
  1. How did your group utilize each individual’s strengths?
  2. How did you contribute to your team?
  3. Did everyone in your group have an opportunity to contribute?
  4. Describe a moment in the game when your team worked well together.
  5. How could your group have been more effective?

Additional Requirements: 
  1. Borrow a copy of The House on East 88th Street from your library
  2. Decoder Lens

CCSS:  RL.1, RL.2, RL.3

Crenshaw Clues

1 Comment

Wonder Breakout Edu

11/13/2017

1 Comment

 
Picture
Several years ago, while I was co-teaching fifth grade, I used Wonder as a read aloud companion to one of our district's English Language Arts unit. Although I have since moved into an Instructional Coaching role, Wonder is still used in fifth grade. Recently, the movie was released, and I decided to create a Breakout Edu game, "We're All Wonders," students could use after reading the book. In this game, students solve a series of clues to unlock six locks and breakout.  

We're All Wonders!
Game Name: We're All Wonders

Game Designer: Stephanie Laird @LairdLearning, LairdLearning.com

Content Areas: Reading

Recommended Ages: 3rd-6th grade

Ideal Group Size: Whole Class

Suggested Time: 45 minutes

Story:
This morning, Mr. Browne dropped off a box containing messages from Auggie. Don’t worry, unlike the notes Julian left for Auggie and Jack, these are Wonderful. To open the box, you will need to work together and use lessons you have learned from Auggie’s life. Remember, we’re all wonders!  You have 45 minutes to problem solve and Breakout.  Your time starts now!

Lock Combinations:
  • 3-Digit Lock  301 
  • 4-Digit Lock  1010
  • ABC Multi-Lock  KIND!
  • Directional Lock  →↓←↑←
  • Key Lock  Taped to On that day’s precept in 365 Days of Wonder 
  • Color clock  White, Yellow, Red, White, Blue

Setup Instructions:
  1. Print out all clue cards
  2. On the back of each precepts card, use invisible ink to write one letter to spell out: CHOOSE KIND!) Hide precept cards around the room.
  3. Tape the key on the 365 Days of Wonder page that corresponds to the date the Breakout will be played. Place book somewhere in the room
  4. Cut the arrows apart and place around the room.
  5. Cut the color images apart and place around the room. (These will unlock the color lock)
  6. Hide the Birthday and Halloween party invitations around the room.
  7. Hide the flashlight around the room.
  8. Using the hasp, lock the Breakout Box with the directional lock, 3 digit lock, 4 digit lock, word lock, color lock, and key lock on the hasp.

Reflection Questions:
  1. How did your group utilize each individual’s strengths?
  2. How did you contribute to your team?
  3. Did everyone in your group have an opportunity to contribute?
  4. Describe a moment in the game when your team worked well together.
  5. How could your group have been more effective?

Additional Requirements: ​
​Checkout a copy of 365 Days of Wonder from your school library.
Optional: Wonder bookmarks or Choose Kind pledge to be placed inside the Breakout Box


CCSS:  RL.1, RL.2, RL.3

1 Comment

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