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pdf, 5.12 MB
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jpg, 169.99 KB
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The Benjamin Franklin Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about Benjamin Franklin. This is the perfect resource to introduce Founding Fathers or inventors. The Benjamin Franklin Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to help Franklin open a new library. The codes include ciphers, Morse code, cryptograms and a final 4 digit code based on the decoders/clues.

Each clue and code is different. The codes require students to think differently to decipher or decode them. Some codes are easier than others. Some codes require critical thinking to determine what a letter/symbol stands for. Each code will reveal interesting facts about Benjamin Franklin. The use of secret code will keep your students engaged while competing to find the final code. Students can report the final code to you. If you wanted to, you could purchase a 4 digit lock that you program, but it is not necessary at all! No props needed!! This is a NO PREP, PRINT & GO Activity!

Students are sent on a “secret mission” and given a back story to ignite their active learning skills. They are given a code name which makes them feel as if they are part of the secret mission. Students practice hands-on, practical problem solving skills all while learning about Benjamin Franklin. Your students will be inspired to think outside the box!

The best age range for this resource is 8+. Please look at the preview to determine if this resource works for your age group. Younger students may need some help with some of the more difficult codes.

You can use the pre-labeled clues or you can challenge older kids to choose/find the decoder that works for each of the clues. A set of labeled and non-labeled decoders are included for differentiation. A “How to Decode” puzzles is also included.

Once your students try one of my escape rooms, they will beg for more!
This activity is for all types of learners, especially kinesthetic.

In addition to learning or reinforcing the subject matter, my escape rooms encourage teamwork and critical thinking. As a “timed” challenge, students will be engaged from beginning to end.

An answer key and teacher directions are provided.
Time needed: 30-60 minutes

A 30 page PDF is included.

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