Fearless Adventures In Learning

By making failure fun, we inspire learners to tackle their education without fear.

Engage and Motivate Students to Learn

By immersing students in an interactive and stimulating environment, our escape room games engage and motivate them to learn.

Engages Learners

Hands-on experience allows students to learn about geography in an interactive, engaging way.

Cultivates Resilience

Builds resilience as students persist through challenges and overcome obstacles in each game room.

Enhances Social & Emotional Skills

Students learn how to manage their emotions, make responsible and thoughtful decisions, and work as a team.

Teaches Relevant Issues

Six escape rooms are designed around different geographic, cultural, and historical themes.

Adapts to Diverse Learning Styles

The AI Game Master addresses various learning styles by reading text aloud, answering questions, and providing subtitles for instructions.

Encourages Collaboration

To solve complex problems, students learn to collaborate and try different approaches.

Where's Professor Indy?
In the Middle East

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highlights Middle Eastern achievements

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combats systemic racism & discrimination

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A Highly Engaged Classroom Promotes Learning

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.

Making Learning Adventurous and Fun

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.

Game Learning Pillars

We have weaved five key pillars into our gaming platform to create an engaging educational and character-building learning platform. These pillars include:

Creating a collaborative learning opportunity

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Allowing for creative problem-solving

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Developing communication skills

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Promoting responsible decision-making

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Building courage, resilience, and empathy

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Frequently Asked Questions

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What is the time availability for help desk?

All help desk inquiries submitted to info@fearlessadventuresinlearning.com will receive a response within 24 hours.

How proficient do I have to be with specific applications or software?

Proficiency with specific applications or software is not required.  If experiencing any technical difficulties, contact info@fearlessadventuresinlearning.com

How long is the free trial period?

Free trials for bulk subscriptions vary. Contact jeremy@fearlessadventuresinlearning.com

Can I purchase a bulk subscription at a discount?

Absolutely.  Bulk subscriptions are discounted on a case-by-case basis, taking participant population numbers into account.  If interested in a bulk subscription for a school, district, or business, contact jeremy@failu.org.

Will other games be available soon?

We have completed designs for other Indy adventure games in Africa, Southeast Asia, and Western Europe. Players will be able to search for Indy throughout the world. If interested in investing, contact jeremy@fearlessadventuresinlearning.com.

What’s the evidence behind this approach?

Our products are designed according to the Universal Design for Learning (UDL) framework. (See our UDL framework of Where’s Professor Indy?). Further, there is a growing body of research about the importance of “grit gaming” in an educational setting:

  • “[The] Number of level failures in an educational game [are] shown as a positive predictor of learning gains” (Anderson, 2018).
  • “21st-century skills such as critical thinking and grit are fostered most in games that give players maximum agency to define their game world” (Rementilla, 2016).
  • “game-based experiential learning increased such indicators of engagement as attention and temporal dissociation even though players widely failed to meet game objectives” (Jensen, 2016).
  • “Not only do games present failure as a challenge to overcome, game-based learning helps students better retain information and offers an engaging way to meet learning outcomes” (ISTE, 2015).
  • “fundamentally, all good games … engender in players a desire to persist past failure” (Gee, 2004; Hayes & King, 2009).

Do you provide a demo prior to purchase?

Absolutely! There are video demonstrations of all of our products available HERE. Please contact jeremy@fearlessadventuresinlearning.com to schedule a live demonstration of any of our products.

What are the technical requirements of the game?

No special hardware is required. Any computer, tablet, or phone with a working internet connection and browser will provide access from anywhere in the world. The speed of work will depend on the device and the connection speed of your internet provider.

Can I build my own avatars?

Yes. Any organization can customize AI avatars to appear on its website. These autonomous avatars could be wearing company gear and have specialized expertise in online offerings. They can even look like you! There is training and support to learn how to build a fleet of avatars that can be licensed to other organizations. Your company would receive royalties based on how often users engage with your avatars.

How is learning measured?

Players complete self and peer assessments at intermittent stages. "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.). 

 

The validation of peer and self-assessment paves the way for a flipped approach to personalization. The most effective way to ensure that an assessment appropriately addresses learners’ preferences, abilities, and needs is for them to perform the assessment themselves.

 

Our self and peer assessments serve two purposes:

1. Enables students to reinforce game content and problem-solving strategies

2. Provides teachers with data about their students’ growth in resilience, emotional intelligence, and critical thinking skills.

What happens after I complete the game?

After Where’s Professor Indy? players are directed to The Fearless Adventures Lab where they build games they pretend to sell on a virtual marketplace. While no money is exchanged, the games they build have real value. Players learn how the market works as they try to sell their unique point of view in an interactive experience for others. Playing the games of their collaborators and competitors broadens their perspectives and builds the divergent thinking muscles necessary for creativity.

Can people with learning difficulties play?

Fearless Adventures In Learning products are designed with diverse learning styles in mind. For example, Where’s Professor Indy? includes the following accommodations:

  • AI Game Master can read text aloud
  • AI Game Master can answer questions about the game and/or its content.
  • Video instructions include subtitles.
  • Audio cues throughout the game offer additional support.
  • Game interface allows for collaboration among players and teachers via:
  • drawing
  • messaging
  • speaking
  • Teachers given exit passcodes and curriculum guide so they may offer support
  • Works with VR headset

How does trial and error in Fearless Adventures In Learning products stimulate growth?

Our products train learners to recognize the value in facing life’s obstacles. "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). We provide a variety of supports and unlimited opportunities for mastery.

What is the relationship between learning and fun?

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).

How do Fearless Adventures In Learning products help players meet goals?

Fearless Adventures In Learning products are designed to make learning fun. 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). 

What will students learn?

Players will develop grit, emotional intelligence, and 21st Century Super Skills as they learn about geographic, cultural, and historical themes.

Who are Fearless Adventures in Learning courses designed for?

Fearless Adventures in Learning courses provide instructors with the skills required to create engaging, personalized online learning “quests” for any age group.

What is Gamification

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.

Do you currently have open positions?

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Do you offer discounts for non-profits?

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What is your product refund policy?

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What are current features in the roadmap?

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