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Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market

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Contributor:
Think Tank Escape Rooms
Grade Level:
4-8
Product Type:
Escape Room
File Type:
PDF
Pages:
42
Answer Key:
Yes
  • Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market
  • Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market
  • Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market
  • Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market
$6.75

Description

The Great Depression Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Great Depression. This is the perfect resource to introduce or review the Great Depression, Dust Bowl, the Roaring Twenties or FDR. The Great Depression Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to help Sara get money out of her bank account. The codes include ciphers, Morse code, cryptograms and a final 4 digit code based on the decoders/clues.

Check out the PDF PREVIEW

Each clue and code is different. The codes require students to think differently to decipher or decode them. Some codes are easier than others. Some codes require critical thinking to determine what a letter/symbol stands for. Each code will reveal interesting facts about the Great Depression. The use of secret code will keep your students engaged while competing to find the final code. Students can report the final code to you. If you wanted to, you could purchase a 4 digit lock that you program, but it is not necessary at all! No props needed!! This is a NO PREP, PRINT & GO Activity!

Students are sent on a “secret mission” and given a back story
to ignite their active learning skills. They are given a code name which makes them feel as if they are part of the secret mission. Students practice hands-on, practical problem solving skills all while learning about the Great Depression. Your students will be inspired to think outside the box! Playing spy themed music is highly recommended!

The best age range for this resource is 9+. Please look at the preview to determine if this resource works for your age group. Younger students may need some help with some of the more difficult codes.

You can use the pre-labeled clues or you can challenge older kids to choose/find the decoder that works for each of the clues. A set of labeled and non-labeled decoders are included for differentiation. A “How to Decode” puzzles is also included.

In addition to learning or reinforcing the subject matter, my escape rooms encourage teamwork and critical thinking. As a “timed” challenge, students will be engaged from beginning to end.

New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! Hang the pictures in your room, send them in a parent newsletter or share them on social media 

An answer key and easy to follow teacher directions are provided.
Time needed: 30-60 minutes

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