STEAM Escape Room Design Reflection

In STEAM class we are working on creating three connected escape rooms with the theme dark fairy tales: Alice in Wonderland. The group that I’m in is designing the first escape room. Our goal is to make the escapers find the key to the door that will lead them to the second room.

By now, our group has divided up the process of getting out of the room into three sections, or three clues.

First, we had to make sure that all of our clues are somewhat related to the story of Alice in Wonderland, so that when people go do it, they will keep thinking of the fairy tale. While creating the clues, we had to watch out for a lot of things.

All of our clues had to somehow connect, and let the escapers get to somewhere after completing the first clue. All of the clues will have to be hard enough to be challenging, and not too easy to make it boring. It has to be balanced just right, so that the escapers will feel accomplished when they escape the room. It is hard finding that balance, as we want to be very creative with our clues as well. When brainstorming, we sometimes had to sit and think if it would make sense for the escaper to do what we want them to do.

Another thing that made the whole task hard, was that we always have to make sure that every clue includes all of the components of STEAM (Science, Technology, Engineering, Art, and Math). A lot of times, we don’t bring in enough science into these escape room clues (this was the case in our previous small practice clue projects). So we decided to make one clue entirely based on science. We decided to create a clue based on liquid stacking, and every liquid will have a different color. We also want to include math in our clues, which is hard as we don’t want all three clues to be math related.

I am quite happy with the clues that we came up with. The thing I’m not sure about is if the escapers will find the clues rather easy or hard. One thing we could do is ask classmates outside of our group to try test our clues, and tell us how challenging it was.

At first, I imagined creating the clues of an escape room to be the easy part, since you can be creative and come up with whatever you want. I was wrong. Because you have to be so creative with every clue, and have to make it challenging but not too hard, and have to relate it to the overall theme, and have to include the components of STEAM, it made it so hard. It is great once you come up with the perfect clue, but then you also have to come up with an agreement with your group members. I learned, that it can be hard doing something simple if you have to pay attention to so many things.

Overall it was fun creating the clues for the escape room that we are going to build. One thing I want to be sure of, is to have every single clue and riddle, and details to those, written down in a shared space, so once we start building, we will always have it by our side. In future I am also looking forward to document our process more on Instagram.

Welcome to the 10STEAM blog!

Welcome to our STEAM blog!

To get started, simply log in to check out all the other options available to you.  For your first individual blog post, you’ll be doing a self-reflection on your work in designing your sequence/prototypes for our OKGo Project.  Here are the questions you’ll need to think about when writing your post.  Do not copy the questions, but rather let your reflection be more organic by turning the questions into sentence frames:

  • What process have you gone through to produce the work you’ve done so far? (Sentence frame sample:  The process I’ve gone through to design the prototype/come up with ideas…)
  • What resources have you used while working on your clues and final design?  Which ones were especially helpful?  Which ones are you thinking you’ll be using a lot?  (Sentence frame samples:  I’ve used many resources while working on our design… Ones that I have found the most helpful have been… I’m thinking that I will continue to use…)
  • How do you feel about the work you’ve done so far? What parts of it do you particularly like? Dislike? Why?
  • What do you enjoy about designing a sequence/prototype to music?  What have you found the most frustrating? What has helped you in overcoming the frustrations?
  • What have you learned about yourself as a collaborator?
  • What have you learned about yourself as a designer?
  • What do these things tell you about yourself as a learner?
  • In what ways doest the way you work differ from that of your classmates’ style?  In what ways do you work differently? In what ways is your work process similar?
  • One thing I would like to get better at as we continue the process this semester is…
  • One goal that I would like to set myself for the rest of the semester is…  How can you make sure you achieve it?
  • What support/help do you need to meet your goal?

Remember: Be as detailed as possible, use visuals/media to help show your process and reflection.  Photos, images, videos, timelapses, Boomerangs (check your device PhotoStream); Flipgrid responses, etc; that you’ve gathered throughout the semester would be perfect.  If you’d like to record your self-reflection as opposed to writing it and post the video, go for it!  The due date for the reflection is Tuesday March 6. 

Self-Reflection Rubric
Documentation & Curation Rubric

Now pop in those headphones and get to work!


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