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Pre-Conference Workshop A3

A3 - The Escape Room Design Blueprint: Creating Engaging & Effective Learning Experiences

Date Wednesday, 3 Dec Time   –   RoomKöpenick II/III Price: 95.00 € Status: places available

OEB speaker Laura Geringer

Laura Geringer

Graphic Facilitator & Experience Designer, PumpkinBerry Consulting

OEB speaker Madeline Shellgren

Madeline Shellgren

Director of Outreach and Development, Online Learning Consortium

Ready to turn learning into an adventure? This hands-on workshop guides participants through the creation of educational escape rooms using a five-part design framework. From defining purpose to storytelling and puzzle creation, you’ll experience the learner’s perspective and build your own escape room prototype. Ideal for those looking to increase engagement and retention in training and education.

Agenda: 
•    Escape Room Onboarding (5 min)
•    Play an Escape Room for Learning (30 min)
•    Debrief the Learner Experience (25 min)
•    Break (15 min)
•    Design Sprint Part 1: Purpose, Character & Situation (45 min)
•    Break (10 min)
•    Design Sprint Part 2: Puzzle & Storytelling (35 min)
•    Facilitation (15 min)
•    Resource Kit & Conclusion (10 min)

Target Audience: 
Directors of Professional Learning, Learning and Development Specialists (including all levels and managers), Instructional Designers, Trainers, Conference Designers, Programme Coordinators

Target Audience Sector: 
This workshop is designed for professionals interested in conceptualising and/or designing learning that is purposeful, experiential, and playful – regardless of sector. Most of the examples in this workshop will focus on escape rooms for adult learners (both professionals and university students), but the design process is also relevant for younger learners.

Prerequisite Knowledge:
Some familiarity with learning design principles is recommended but not required

Outcome/s: 
•    Understand the learning value of escape rooms
•    Apply a five-part framework to design educational experiences
•    Prototype an escape room tailored to learning outcomes
•    Integrate puzzles and storytelling for engagement and impact
•    Translate game-based learning into real training contexts