Lesson 5

Make your escape

In this lesson, students build on the encryption and decryption programs they have created throughout the unit to design and build a digital escape room in Scratch. Students discover the concept of playability and examine what makes games clear, fair, and enjoyable to play. They are introduced to user experience (UX) design as a tool for shaping how users interact with a digital system. Students then plan the structure and flow of their escape rooms and exchange feedback with a partner. Finally, they implement their designs in Scratch to create a functional digital escape room that demonstrates their design choices and intended program flow.

school
Grade 7
local_library
Subject Technology, Social studies
schedule
Length of lesson 50 minutes

Learning objective

Students will combine their substitution cipher and rebus puzzle to construct a digital escape room.

Standards

🌐 CSTA Standards

  • 2-AP-12: Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.
  • 2-AP-17: Systematically test and refine programs using a range of test cases
  • 2-NI-06: Apply multiple methods of encryption to model the secure transmission of information.

🇺🇸 College, Career, and Civic Life (C3) Framework

  • D2.Civ.10.6-8: Explain the relevance of personal interests and perspectives, civic virtues, and democratic principles when people address issues and problems in government and civil society.

Multi-lesson projects

Students will use the same project across multiple lessons.