Unlock! Games

Description

If you're not familiar with them, Escape Rooms are 60-minute themed puzzle challenges held in locations all around the United States. The goal: escape from the locked room. Unlock! Games are based on that concept, but can be played at home using a free app. Each themed set contains a 10-card tutorial for practice adventure and a 60-card deck for the real deal. The first card of each adventure is a room card with several numbers listed: players quickly find and flip those cards. Cards can be red or blue Objects (which interact with another object of the opposite color); Machines (which are math-manipulated); and Codes, which represent locked items whose combinations must be found and entered into the application. Other cards include Places with numbered cards to flip over; Penalties to delay players; and Modifiers which can be added to red Objects. Once you've pieced together all the cards, you can enter the final combination into the application and "escape" the scenario! Games can only be played once with the same group, but are reusable for new players. A free Android/iPhone app must be downloaded, but an Internet connection is not required to play. 2-6 players; Winner of the French Game of the Year Award.

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.