By making failure fun, we inspire learners to tackle their education without fear.
By immersing students in an interactive and stimulating environment, our escape room games engage and motivate them to learn.
Hands-on experience allows students to learn about geography in an interactive, engaging way.
Builds resilience as students persist through challenges and overcome obstacles in each game room.
Students learn how to manage their emotions, make responsible and thoughtful decisions, and work as a team.
Six escape rooms are designed around different geographic, cultural, and historical themes.
The AI Game Master addresses various learning styles by reading text aloud, answering questions, and providing subtitles for instructions.
To solve complex problems, students learn to collaborate and try different approaches.
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One of the biggest challenges you may face in the classroom is maximizing your students’ engagement and motivation to learn. Engagement is a standard by which you, most likely, judge whether classroom learning is successful. According to research studies, when students are engaged, their grades improve, they persist through academic struggles, and they have better social skills. But it may be difficult for you to improve engagement simply because your time is limited, or you may not know where to begin. Plus, you may have little support in obtaining classroom technology.
Through gamification, your school lessons can provide a way to make learning fun and adventurous. We have seen dramatic shifts in engagement and motivation in the classroom with our “Fearless Adventures in Learning” escape room games designed for students ages 11 to 14. In the geographical series’ first game called, “Where’s Professor Indy? In the Middle East” students learn about Middle Eastern history and culture. As a bonus, the gaming series also teaches vital social and emotional learning skills such as courage, resilience, empathy, and collaboration to help increase your students’ success in life.
We have weaved five key pillars into our gaming platform to create an engaging educational and character-building learning platform. These pillars include:
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Fearless Adventures In Learning T-shirts, hats, and school supplies are planned for the future. Please email info@fearlessadventuresinlearning.org to tell us what you'd like and we'll consider it!
Yes. To create a FREE Google Account, navigate to the Google Account sign-in page (accounts.google.com)and click on "Create account". Alternatively, you can start from Google's homepage, click "Sign in", and then select "Create account".
Currently, the Professor Independence and the Quest for Truth game is not optimized for mobile or Mac use. For the best game experience, play it on a PC or a Chromebook.
All help desk inquiries submitted to info@fearlessadventuresinlearning.org will receive a response within 24 hours.
Proficiency with specific applications or software is not required. If experiencing any technical difficulties, contact info@fearlessadventuresinlearning.org
All educational activities, including the Professor Independence and the Quest for Truth game, the Quest Lab, and the Quest HelperAI, are free. We are a nonprofit organization that depends on donations to operate. A paid version of the Quest HelperAI will become available with additional functionality.
There is a growing body of evidence about the value of this approach:
The Professor Independence and the Quest for Truth game requires an internet connection and will only play on a PC or a netbook, such as a Chromebook. The game is not designed to play on Mac products or on mobile devices.
The Quest Lab, through which anyone can create Google Slides choice adventures and escape rooms, is available to anyone with a Google Drive account. To create a FREE Google Account (accounts.google.com), navigate to the Google Account sign-in page and click on "Create account". Alternatively, you can start from Google's homepage, click "Sign in", and then select "Create account".
Players complete self and peer assessments at intermittent stages during the quest-building process. These assessments help reinforce a growth mindset and design thinking.
There is evidence to support this approach:
"Assessment Trends In Education: A Shift To Assessment For Learning," published in 2020 argues that, "assessment practices are changing to embrace assessment for learning, not assessment of learning . . . assessment is becoming more student-centric . . . more personal for the individual student" (Goble).
Further, a 2020 meta-analysis of control group studies on the impact of peer assessment on academic performance found that "peer assessment is more effective than no assessment and teacher assessment and not significantly different in its effect from self-assessment" (Double et al.).
Fearless Adventures In Learning products are designed with diverse learning styles in mind. For example, Where’s Professor Indy? includes the following accommodations:
The Professor Independence and the Quest for Truth game and the Quest Lab were specifically designed to help learners develop resilience and a growth mindset. While our activities are challenging, there are a variety of supports embedded and unlimited opportunities to achieve mastery.
"In good games, the price of failure is lowered—when players fail, they can, for example, start over at their last saved game. Furthermore, failure . . . is often seen as a way to learn the underlying pattern and eventually to win. These features of failure in games allow players to take risks and try out hypotheses that might be too costly in places where the cost of failure is higher or where no learning stems from failure” (Gee).
According to Raph Koster, author of A Theory of Fun for Game Design, games are “limited formal systems,” that exercise our brains in a way that can be useful in real life. They are fun because they provide “that moment of triumph when we learn something or master a task . . . In other words, with games, learning is the drug” (Koster).
Finish: Give Yourself the Gift of Done, by Jon Acuff, argues that we accomplish our goals much more easily when we enjoy the process. Acuff and Peasley’s research concluded that participants’ chance of performance success increased by 46% when performing tasks they thought were enjoyable (Torres).
The Professor Independence and the Quest for Truth game and the Quest Lab were designed for middle school students and teachers. It is recommended for anyone above age 10 working under the supervision of an adult.
Gamification is about transforming the classroom environment and regular activities into a game. It requires creativity, collaboration and play. There are numerous ways to bring games and game playing into the classroom to promote learning and deepen student understanding of subject matter.
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