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MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key

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Contributor:
INSPIReducation
Grade Level:
1-5
Product Type:
Escape Room
File Type:
Zip, PDF
Pages:
45
Answer Key:
Yes
  • MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key
  • MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key
  • MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key
  • MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key
  • MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key
  • MATH ESCAPE ROOM: 2D SHAPE - 10 Challenges, Resources, Student Workbook, Answer Key
$5.00

Description

Using an Escape Room to develop curriculum knowledge is an exciting activity that will inspire learners from 1st Grade to 5th Grade.

The curriculum content of this Escape Room is linked to 2D Shape in Math and covers the following areas:

  • 2D shape recognition (quadrilaterals, triangles, circles)
  • 2D shape properties
  • Names of lines and angles in 2D shapes
  • Perimeter, Area and Tessellation
  • Problem solving identifying missing angle measurements, perimeter of given shapes and area of given shapes.

The aim of this Escape Room is to provide jeopardy for the children to work under pressure to solve 10 Challenges to move through this Escape Room, collect the 10 Code Keys and be able to leave the Escape Room in one piece!

Resources included in this product are:

  • Code Key Booklet for students
  • Answer Key Booklet for teachers
  • Resource Pack to run this Escape Room
  • Full instructions to set up and run a successful Escape Room
  • Table Name Labels for Escape Room teams
  • Starting and completion script for the class teacher

Before beginning this Escape Room, you will need to prepare the following resources (all of the resources are included within this product):

  • A copy of the Pupil Workbook for each group
  • A copy of the Answer Booklet to check the children’s work
  • Initial Starting Script sharing the problem to the children
  • Completion Script celebrating the completion of the challenge
  • Group Table Labels (9 included)

Once the resources are prepared – you are ready to go on this adventure with your children! You may wish to allow you students to have access to Math dictionaries (book based or online) to remind themselves of some of the rules in 2D shape.

 

Setting up and running the Escape Room

The Escape Room should begin with the children being put into groups of four. For home learning, the activity can be done in isolation or with other children at home. Within the classroom, four is a good collaborative number as five is too many, three can often gang up on one another and two is not always collaborative enough.

Each group is given a Code Key Booklet and they should think of a team name. They can then write their team name on their Code Key Booklet. They must not look inside the booklet until the Escape Room starts.

Each group decides on a space to work. They should then be given a Team Name Table Label and add their name to the label.

Pens and pencils are the only resources the children will need.

The children are now ready for the activity.

Start by telling the children that they should not look ahead to other activities, other than the one they are working on.

Read the Starting Script – this explains to the children what has happened and what they must do:

  • Solve 10 Challenges to move through the Escape Room

With the children, decide on a time limit for each of the challenges. Once the time is up, answers can be checked, and the teams can move onto the next challenge. Some challenges are much longer than others – so at the start of each of the different challenges, it would be a good idea to review the timings – especially Challenges 1 and 2 which take a long time (10 minutes minimum for these two).

At the start of each Challenge, it is useful for the children to read the challenge on their own, and then the teacher to read it with them to ensure they understand what they are expected to do. It also means that any questions can be answered at this point.

As the children progress through the challenges, they are able to go back and work through previous challenges to complete them – but they must not move forwards.

What follows are 10 challenges which the children must solve to discover the code to move onto the next activity.

The 10 activities are based on the following outcomes:

  • Word Search of 19 key words related to 2D shapes – however, the children are not given the words to find – instead they are given 19 questions. The answers to the questions are the words which they must find in the Wordsearch.
  • Solve the Crossword by answering 17 more questions based on 2D shapes.
  • Identify the different quadrilaterals from pictures only and solve the Code Key word
  • Classifying triangles
  • Naming lines with specific properties
  • Labelling the six main elements of a circle
  • Problem solving – finding the missing angles in a range of shapes and lines
  • Problem solving – finding the perimeter of a variety of squares, rectangles and triangles
  • Problem solving – finding the area of squares, rectangles and triangles

When all 10 activities are completed, and the children have gained the correct Code Keys from each activity, the teacher can read the final communication which reveals that they have been successful, how they have been successful and that they may now leave the Escape Room.

The Escape Room should last for at least 2 hours.

We hope that your children enjoy this Escape Room.

Thank you for visiting our store.

Best wishes

INSPIReducation

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