Na het succes op Plan & Play bouwen Ine (jeugddienst Herk-de-Stad) en Marijke (jeugddienst Lanaken) opnieuw een echte escape room. Kom ‘m testen! Daarna krijg je van hen een heleboel tips & tricks om zelf aan de slag te gaan om je eigen
Escape Room jeugddienststijl te ontwikkelen.
Na het succes op Plan & Play bouwen Ine (jeugddienst Herk-de-Stad) en Marijke (jeugddienst Lanaken) opnieuw een echte escape room. Kom ‘m testen! Daarna krijg je van hen een heleboel tips & tricks om zelf aan de slag te gaan om je eigen
Escape Room jeugddienststijl te ontwikkelen.
In this chapter we will discuss one recommended practice for efficiently solving computer programming problems and make a demonstration with appropriate examples. We will discuss the basic engineering principles of problem solving, why we should follow them when solving computer programming problems (the same principles can also be applied to find the solutions of many mathematical and scientific problems as well) and we will make an example of their use. We will describe the steps, in which we should go in order to solve some sample problems and show the mistakes that can occur when we do not follow these same steps. We will pay attention to some important steps from the methodology of problem solving, that we usually skip, e.g. the testing. We hope to be able to prove you, with proper examples, that the solving of computer programming problems has a "recipe" and it is very useful
In this chapter we will discuss one recommended practice for efficiently solving computer programming problems and make a demonstration with appropriate examples. We will discuss the basic engineering principles of problem solving, why we should follow them when solving computer programming problems (the same principles can also be applied to find the solutions of many mathematical and scientific problems as well) and we will make an example of their use. We will describe the steps, in which we should go in order to solve some sample problems and show the mistakes that can occur when we do not follow these same steps. We will pay attention to some important steps from the methodology of problem solving, that we usually skip, e.g. the testing. We hope to be able to prove you, with proper examples, that the solving of computer programming problems has a "recipe" and it is very useful.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
We have created a software. The name of our software is soduko solver.This project is about to solving a Sudoku problem by a particular method which given a correct solution for given problem.
We work very hard to complete this project and able to build logic that can find out the solution of Sudoku problem and it generate solution for some multiple grids …
Before you ship your first game, most devs underestimate how much work is involved in shipping. Instead of spending hundreds of hours getting ready for release in a panic and delaying for months, it’s best if you plan from the beginning. This presentation covers a wide range of topics you might not know about releasing a game.
Game it up! Introducing Game Based Learning for Developmental MathCengage Learning
Addressing the needs of developmental math students is difficult but important challenge facing instructors. Game based learning adds excitement to your lesson and helps students focus. In this presentation, Dr Kathleen Offenholly reviews best practices and simple steps for adding game based learning to your class. The games are not flashy and do not require advanced technical skills. They are simple to implement and have proven to be effective.
Imaginopedia for Skills Building by LEGO GroupMarko Rillo
Imaginopedia for Skills Building - The Brochure that was Included in early LEGO Serious Play Starter Kits prior to 2010. The Starter Kits were then square-shaped. Since 2010, the LEGO Group redesigned their booklets that they include with LEGO Serious Play starter kits and now those kits include a slightly modified brochure called "Imaginopedia for Core Process"
Videogame Design and Programming - 09 PuzzlesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
In this chapter we will discuss one recommended practice for efficiently solving computer programming problems and make a demonstration with appropriate examples. We will discuss the basic engineering principles of problem solving, why we should follow them when solving computer programming problems (the same principles can also be applied to find the solutions of many mathematical and scientific problems as well) and we will make an example of their use. We will describe the steps, in which we should go in order to solve some sample problems and show the mistakes that can occur when we do not follow these same steps. We will pay attention to some important steps from the methodology of problem solving, that we usually skip, e.g. the testing. We hope to be able to prove you, with proper examples, that the solving of computer programming problems has a "recipe" and it is very useful
In this chapter we will discuss one recommended practice for efficiently solving computer programming problems and make a demonstration with appropriate examples. We will discuss the basic engineering principles of problem solving, why we should follow them when solving computer programming problems (the same principles can also be applied to find the solutions of many mathematical and scientific problems as well) and we will make an example of their use. We will describe the steps, in which we should go in order to solve some sample problems and show the mistakes that can occur when we do not follow these same steps. We will pay attention to some important steps from the methodology of problem solving, that we usually skip, e.g. the testing. We hope to be able to prove you, with proper examples, that the solving of computer programming problems has a "recipe" and it is very useful.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
We have created a software. The name of our software is soduko solver.This project is about to solving a Sudoku problem by a particular method which given a correct solution for given problem.
We work very hard to complete this project and able to build logic that can find out the solution of Sudoku problem and it generate solution for some multiple grids …
Before you ship your first game, most devs underestimate how much work is involved in shipping. Instead of spending hundreds of hours getting ready for release in a panic and delaying for months, it’s best if you plan from the beginning. This presentation covers a wide range of topics you might not know about releasing a game.
Game it up! Introducing Game Based Learning for Developmental MathCengage Learning
Addressing the needs of developmental math students is difficult but important challenge facing instructors. Game based learning adds excitement to your lesson and helps students focus. In this presentation, Dr Kathleen Offenholly reviews best practices and simple steps for adding game based learning to your class. The games are not flashy and do not require advanced technical skills. They are simple to implement and have proven to be effective.
Imaginopedia for Skills Building by LEGO GroupMarko Rillo
Imaginopedia for Skills Building - The Brochure that was Included in early LEGO Serious Play Starter Kits prior to 2010. The Starter Kits were then square-shaped. Since 2010, the LEGO Group redesigned their booklets that they include with LEGO Serious Play starter kits and now those kits include a slightly modified brochure called "Imaginopedia for Core Process"
Videogame Design and Programming - 09 PuzzlesPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Webinar given to launch the IATEFL LTSIG Monthly series on 25th July 2020. Storytelling ideas for language teaching online. The pre-task for the webinar is in the notes and here: https://ltsig.iatefl.org/ltsig-monthly
Interactive storytelling games (July 2020)Graham Stanley
Presentation about interactive storytelling games to promote speaking by language learners. Workshop given at the Trendy English games fest on 5th July 20020 - https://trendyenglish.ru/gamefest
Remote Teaching - Engaging students when teaching onlineGraham Stanley
Webinar given for the IATEFL LTSIG Fridays event on 10th April 2020. After a brief introduction to teaching online (remote teaching), the presentation looks at the challenges for keeping students engaged; what CPD is necessary for remote teachers (based on observations/surveys); what makes a good remote teacher; and it ends with a look at using virtual backgrounds in Zoom.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
5. Aha! Puzzles vs process puzzles
https://thecodex.ca/puzzles-aha-vs-process
• puzzles that lead to that “Aha!” Moment – when you finally get a
flash of inspiration that helps you solve a puzzle
e.g. riddle, figuring out a pattern or a sequence, connecting the
relationship between two unrelated objects
• Process puzzles are those you know you have to solve and "you just have
to put in the work to complete“
e.g. jigsaw puzzles, math problems, sudoku puzzles, mazes, basic
ciphers, algebra, logic deduction problems, searching for hidden objects
6. Puzzle design for ELT escape rooms
• Rule 1: Puzzles Should Be Fair – You are on the Player’s Side
• Rule 2: Clue Everything and Remove Ambiguities – Don’t Make Players Guess
• Rule 3: A Puzzle Should Have One Answer
• Rule 4: A Puzzle Should Have a Self Validating Answer
• Rule 5: Clues and Puzzles Should Be Clearly Linked
• Rule 6: Aha! Correlations Should Make Sense
• Rule 7: A Puzzle Should Not Take More than 5 minutes to Complete
• Rule 8: Tedious Work Should Not be Ambiguous on Instruction
• Rule 9: Puzzles Should Have No Destroyable States
• Rule 10: Puzzles Should Have Feedback
• Rule 11: Your Puzzles Should Be Consistent – Follow Patterns You Set
• Rule 12: Your Puzzles will be too hard – Beta Test and Iterate
• Rule 13: Basic Rules
• Rule 14: Language should usually be the focus of the puzzle
• Rule 15: Non-language puzzles should be easy to complete
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
7. Puzzle design for ELT escape rooms
• Rule 1: Puzzles Should Be Fair – You are on the Player’s Side
You should want players to solve your puzzles and not take delight in
their failure to do so.
Especially in ELT Escape Rooms, puzzles shouldn’t be so difficult that
they take too much time to solve, or (worse) players can’t solve them.
If puzzles are challenging or players have problems, offer hints.
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
8. Puzzle design for ELT escape rooms
• Rule 2: Clue Everything and Remove Ambiguities – Don’t Make
Players Guess
Don’t asume it’s obvious – give clues and don’t leave it ambiguous as to
what a player has to do with the information he/she finds
See Scott Nicholson (2016) Ask Why: Creating a Better Player
Experience Through Environmental Storyttelling and Consistency in
Escape Room Design http://scottnicholson.com/pubs/askwhy.pdf
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
9. Puzzle design for ELT escape rooms
• Rule 3: A Puzzle Should Have One Answer
“Players tend to go down rabbit trails: they will find an incorrect theory
and expand on this theory until they are so far down the rong path they
may as well be playing a different game. However, if your clues point
them in that direction, then it’s not their fault.”
There should be one answer to a puzzle and it should be clear.
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
10. Puzzle design for ELT escape rooms
• Rule 4: A Puzzle Should Have a Self Validating Answer
When players solve a puzzle, they should be confident they have the
correct answer.
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
11. Puzzle design for ELT escape rooms
• Rule 5: Clues and Puzzles Should Be Clearly Linked
It should be obvious when players find a clue that it is linked to a
particular puzle. This is easy with linear Escape Room Design (bottom
left), but more difficult when your room is non-linear (bottom-right)
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
12. Puzzle design for ELT escape rooms
• Rule 6: Aha! Correlations Should Make Sense
“The majority of Aha! puzzles have to do with correlation.”
Help players with that moment when they get a flash of inspiration that
helps them solve the puzle by making it clear that a clue connects to a
puzzle
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
13. Puzzle design for ELT escape rooms
• Rule 7: A Puzzle Should Not Take More than 5 minutes to Complete
5 minutes per puzzle has become an accepted rule in the Escape Room
community
It could be argued that 5 minutes is too long with an ELT puzzle unless
the focus of the puzzle is on language (see rules 14 and 15)
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
14. Puzzle design for ELT escape rooms
• Rule 8: Tedious Work Should Not be Ambiguous on Instruction
If you want players to do something that will take a long time to
process, make sure it is clear what they have to do so they don’t spend
a long time doing something that is of no value to escaping the room.
Even better, with ELT Escape Rooms, avoid this type of puzzle
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
15. Puzzle design for ELT escape rooms
• Rule 9: Puzzles Should Have No Destroyable States
“In an escape room, you don’t want to design a puzzle where crucial
elements to solving the puzzle can disappear.”
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
16. Puzzle design for ELT escape rooms
• Rule 10: Puzzles Should Have Feedback
Players need to know when they have correctly solved a puzzle or if
they need to try again.
Combinations on locks are obvious (i.e. the lock opens or it doesn’t),
but other puzzles are not so obvious.
You could play an applause sound when the players solve something.
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
17. Puzzle design for ELT escape rooms
• Rule 11: Your Puzzles Should Be Consistent – Follow Patterns You Set
Do not mislead players and be consistent in your puzzle design. When
you give Information to players, they should be able to trust it.
You need to be consistent especially when you design multi-part
puzzles.
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
18. Puzzle design for ELT escape rooms
• Rule 12: Your Puzzles will be too hard – Beta Test and Iterate
You may think a puzzle is easy – it is likely to be harder than you think.
Try puzzles out on colleagues, family and friends before using them
with students – if your players are new to escape rooms, they will find
the puzzles difficult.
If you are told a puzzle doesn’t work, then remove it or change it.
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
19. Puzzle design for ELT escape rooms
• Rule 13: Basic Rules
• No red herrings
• No outside knowledge (make an exception for ELT Escape Rooms?)
• No spelling or grammar mistakes (another exception for ELT?)
• Puzzles should be solvable without requiring hints (Exception for ELT?)
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
20. Puzzle design for ELT escape rooms
• Rule 14: Language should usually be the focus of the puzzle
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
1) "rotate the dial
to 30 on the left,
unless the dial is
green, in which
case you must first
rotate the dial to
number 15 on the
right“
2) "open the
lock on the
door with a
star that
doesn't go"
21. Puzzle design for ELT escape rooms
• Rule 15: Non-language puzzles should be easy to complete
Sometimes you will want non-language puzzles in your escape room –
your theme might demand it or you want to provide variety, but don’t
make them too difficult. e.g. the jigsaw below.
The jigsaw has the combination for a lock,
But how long would students take to complete
it? And what language would they be using?
https://escaperoomelt.wordpress.com/puzzle-design-in-escape-rooms
22. Puzzle design for ELT escape rooms
• Advice given by Brett on the #Education thread of the Escape Room
Enthusiasts secret chat in Slack
“If the goal of the game is to motivate a student to learn English, the
implicit type is probably a better fit. Explicit-type puzzles are likely to
feel more like homework, which is a problem in general with
"educational" escapes. Ideally the educational part is a side-effect of
the gameplay, not the focus. Otherwise you can end up with the
opposite problem to what you describe, a room that is educational but
not much fun.“
https://escaperooms.slack.com
23. Puzzle design for ELT escape rooms
• Advice given by Brett on the #Education thread of the Escape Room
Enthusiasts secret chat in Slack
“Many (probably most) of the educational escape games I've seen focus
too much on using bits of knowledge as answers (something like "1492"
as the combination for a lock that was supposedly used by Columbus),
turning a large portion of the games into trivia contests or math
problem sets. It is an easy and natural thing to do if you don't have a lot
of experience making puzzles, but I think there are better ways to work
learning into puzzles.”
https://escaperooms.slack.com
24. Part 2
Codes and Ciphers
What is a cipher?
What is the difference
between cipher and
code?
Can you list some of
the different types of
cipher?
Have you ever used
ciphers for language
learning?
25. Codes vs Ciphers
A code operates on
semantics, meaning. A
code requires a codebook
where words or phrases
are assigned other
meanings.
A cipher does not involve
meaning – it operates on
syntax, symbols. Ciphers
are usually performed on
individual or small chunks
of letters.
https://www.khanacademy.org/computing/computer-
science/cryptography/ciphers/a/ciphers-vs-codes
26. There is an art to sending coded messages
and there is also long tradition of using coded messages in
ELT. Here are some ideas of how you can use them in class:
Secret Code game
Teaching languages with ciphers
Secret Code
Secret Messages
Cryptography as a teaching tool
Cryptology for Kids
Codes and Ciphers
https://wordpress.com/page/escaperoomelt.wordpress.com/109
28. The city is being terrorised by
#jackboom, a deranged explosives
expert who delights in setting
booby-trapped bombs.
You are the city’s crack anti-
explosive team and are called by
the police to the 42nd floor of a
high-rise building to defuse the
latest bomb that #jackboom has
planted.
29. A red and blue wire leads from the mechanism to the bomb. The
countdown has not started yet, but the clock shows less than a
minute is left before it the bomb will explode.
The mechanism on the bomb that #jackboom planted looks simple
enough. There is a timer – it looks like when it reaches 00:00:00 the
bomb will explode.
30. On the back of the bomb there is a keypad where you can input
numbers and then press ‘Enter’. The keypad won’t accept letters.
Next to the keypad are four symbols and spaces below where the
numbers appear when you enter them. Do you recognise all of the
symbols?
37. Escape Room ELT
Online Meeting 3 – 27th January
Puzzles, Codes and Cipher Ideas for ELT Escape Rooms
graham.stanley@gmail.com https://escaperoomelt.wordpress.com
Editor's Notes
Today we are going to look at two areas that are important in Escape Room design: puzzles and ciphers. We will look at what to consider when designing puzzles and codes/ciphers for Escape Rooms, particularly when the objective of the activity is for learning or practising English.
Part 1: puzzles. What is a puzzle? What types of puzzles are there?
Let’s start with a simpe riddle that could be found at the beginning of the game…
Later, a number of case files could be found - the suspect number opens the lock on a box.
What type of puzzle is this? You could call it an ‘Aha!’ puzzle – the players will hopefully realise the connection between the riddle and the photos and make the connection that the suspect number is what opens the lock to the box.
Aha! puzzles are different from process puzzles
This comes from an article that Escape Room enthusiast and co-host of the Escape Room Divas podcast, Errol Elumir wrote
What makes a good puzzle for an escape room? There is a lot of discussion of this in the Escape Room community, but I think a good place to start is another article that Errol Elumir, has written, entitled 13 Rules for Escape Room Puzzle Design. I have, however, added to his rules, and although we’ll look at these last, they are probably the most important ones for ELT teachers.
The focus of puzzles in ELT Escape Rooms should be on language or on puzzles where a clear understanding of language is necessary.
The first example here opens up the directional lock.
The second (answer = nova (The Spanish for “does not work” is no va) is the clue to the word lock shown in the picture.
Part 2: ciphers
What is a cipher? What is the difference between cipher and code?
Can you list some of the different types of cipher? Have you ever used ciphers for language learning?
A code requires a codebook and
A cipher
Codes vs ciphers
I am not going to go over the codes and cipher activities listed here – in this blog post, but rather focus on an ELT Escape Room activity that I designed that makes use of a cipher
Scenario: (for advanced learners)
Let’s look at an example for Advanced learners of using a cipher.
Although as it has been presented, this activity is designed for advanced learners, it can be adapted for lower levels by simplifying the language.
Scenario:
The city is being terrorised by #jackboom, a deranged explosives expert who delights in setting booby-trapped bombs. You are the city’s crack anti-explosive team and are called by the police to the 42nd floor of a high-rise building to defuse the latest bomb that #jackboom has planted.
The mechanism on the bomb that #jackboom planted looks simple enough. There is a timer – it looks like when it reaches 00:00:00 the bomb will explode.
A red and blue wire leads from the mechanism to the bomb. The countdown has not started yet, but the clock shows less than a minute is left before it the bomb will explode.
On the back of the bomb there is a keypad where you can input numbers and then press ‘Enter’. The keypad won’t accept letters.
Next to the keypad are four symbols and spaces below where the numbers appear when you enter them.
As you look at the bomb, news comes in that #jackboom has sent via email an image of a strange code to the police, and you think it may be a clue to defusing the bomb. Surely this shows you the numbers you need to defuse the bomb?
Broccoli – 1 / Milk = 7 / Hamburger = 4 / Green pepper = 8
Scenario: (for advanced learners)
Suddenly, the image disappears. Can you remember what food was related to which number? You think it may be important.
Work together to share what you remember
You approach the bomb, confident that you know the code to defuse it, but then just as you are about to key in the number, you receive a picture of #jackboom wearing a cryptic t-shirt.
1 minute explosión (flash video)
Suddenly the count down starts and the picture disappears. You have les than a minute to go before the bomb explodes. What number do you key in?
Transposing the hamburger and broccoli numbers, the correct code is 4718
Broccoli – 4 (1) / Milk = 7 / Hamburger = 1 (4) / Green pepper = 8
Suggested follow-up activities:
Role-play debrief to pólice chief
Write a report of the incident
You capture #jackboom – interrogate him
Thank you for your time – hope the ideas here were useful