The Canterbury Tales Digital Breakout Escape Room Game
*You must have cell phones, tablets, or laptops to play this game. Students should work together in small groups. Each group will need two devices. Students will also need to be able to scan QR codes--mine usually use the scanner in Snapchat.
A breakout box kit is not needed for this game.
Engage your students by having them play this digital breakout prior to reading The Canterbury Tales or at any point during your The Canterbury Tales study as a review. Students will work in small groups to solve puzzles. This is a no prep activity--all you need to do is share a link to the game! You can share the link by posting it in your online classroom, by projecting it from your laptop, by writing it on the board, or by printing it out for students. Easy!
The game includes a self-checking Google Form, so you can step back and let students pace themselves. Once students break out, they will get a congratulations message they can show to you to let you know they've finished. For differentiation purposes, I've included a teacher guide with visuals and hints to help you coach struggling students.
This game should take average high school students about 40 minutes to play--you can adjust the time if needed. Students will review historical background information necessary for studying Chaucer's masterpiece, including medieval society, the prominence of The Church, and Geoffrey Chaucer's life.
This breakout incorporates a wide range of multimedia resources, including websites, images, videos, Google Docs, a Google Site, a Google Form, and an interactive encrypted puzzle. I've incorporated a concert ticket and emojis as well to really grab the attention of some of the more reluctant learners.
N/A--This is an interactive website including numerous multimedia elements