Black History Month Escape Room- King, Tubman, Bridges & more! No Prep!

Black History Month Escape Room- King, Tubman, Bridges & more! No Prep!

The Black History Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts that honor the achievements of black Americans. This is the perfect activity to introduce Black History Month. Students will learn about Martin Luther King Jr., Harriet Tubman, Jackie Robinson, Phillis Wheatley, Edna Lewis, Booker T. Washington, Billie Holiday and Ruby Bridges. The Black History 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 Ruby open her new locker. 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 to honor the achievements of black Americans. 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 important achievements of black Americans. 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. 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 This is a 30 page pdf
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Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market

Great Depression ESCAPE ROOM: Dust Bowl, Roaring Twenties, Stock Market

The Great Depression Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Great Depression. This is the perfect resource to introduce or review the Great Depression, Dust Bowl, the Roaring Twenties or FDR. The Great Depression Escape Room has students walking around the classroom breaking codes. 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 the Great Depression. 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 the Great Depression. The best age range for this resource is 9+. Please look at the preview to determine if this resource works for your age group. 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. 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. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! Hang the pictures in your room, send them in a parent newsletter or share them on social media  An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes <a href=" https://www.tes.com/teaching-resource/u-s-history-escape-rooms-bundle-11809981 ">BUNDLE: 4 US HISTORY ESCAPE ROOMS!</a>
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Industrial Revolution ESCAPE ROOM: Samuel Morse, Henry Ford - Print & Go!

Industrial Revolution ESCAPE ROOM: Samuel Morse, Henry Ford - Print & Go!

The Industrial Revolution Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Industrial Revolution. This is the perfect resource to introduce or review inventors, inventions and factory working conditions for Great Britain and the United States. 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 require critical thinking to determine what a letter/symbol stands for. Each code will reveal interesting facts about the Industrial Revolution. 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. Playing spy themed music is highly recommended! The best age range for this resource is 8+. Please look at the preview to determine if this resource works for your age group. 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. 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. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! Hang the pictures in your room, send them in a parent newsletter or share them on social media  An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes <a href=" https://www.tes.com/teaching-resource/vietnam-war-escape-room-no-prep-11806087 “> Vietnam War ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/growth-mindset-escape-rooms-bundle-4-pack-positive-affirmations-11810597 "> Growth Mindset ESCAPE ROOMS- 4 Pack BUNDLE!</a>
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Women's Suffrage ESCAPE ROOM: U.S. History - Voting Rights- Print & Go!

Women's Suffrage ESCAPE ROOM: U.S. History - Voting Rights- Print & Go!

The Women’s Suffrage Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about Women’s suffrage in the United States. This is the perfect resource to introduce or review the 19th Amendment or Susan B. Anthony. 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 require critical thinking to determine what a letter/symbol stands for. 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. The best age range for this resource is 9+. Please look at the preview to determine if this resource works for your age group. 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. 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. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes »»»<strong> Women in History ESCAPE ROOMS:</strong> <a href=" https://www.tes.com/teaching-resource/women-in-history-escape-room-set-1-no-prep-11806097 “>Women in History ESCAPE ROOM! Set #1</a> <a href=” https://www.tes.com/teaching-resource/women-in-history-escape-room-set-2-no-prep-11806096 ">Women in History ESCAPE ROOM! Set #2</a>
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Supreme Court ESCAPE ROOM! American Government - Judicial Branch

Supreme Court ESCAPE ROOM! American Government - Judicial Branch

The Supreme Court Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Supreme Court. This is the perfect resource to introduce or review the U.S. Judicial Branch. The Supreme Court Escape Room has students walking around the classroom breaking codes. 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 require critical thinking to determine what a letter/symbol stands for. Each code will reveal interesting facts about the Supreme Court. 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! The best age range for this resource is 8+. Please look at the preview to determine if this resource works for your age group. 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. As a “timed” challenge, students will be engaged from beginning to end. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Hang the pictures in your room, send them in a parent newsletter or share them on social media  An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes »»»<strong> Civics and Government ESCAPE ROOMS:</strong> <a href=" https://www.tes.com/teaching-resource/u-s-constitution-escape-room-no-prep-11806521 “>U.S. Constitution ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/branches-of-government-u-s-government-and-civics-11832987 “>Branches of Government ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/u-s-bill-of-rights-escape-room-no-prep-11806529 “>Bill of Rights ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/preamble-escape-room-u-s-constitution-11832997 "> Preamble ESCAPE ROOM!</a>
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Susan B. Anthony Escape Room - Women's Suffrage Movement

Susan B. Anthony Escape Room - Women's Suffrage Movement

The Susan B. Anthony Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about Susan B. Anthony and Women’s suffrage. Students are given a secret code name and sent on a secret mission gathering support for women’s suffrage. 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 Susan B. Anthony. 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 Susan B. Anthony. Your students will be inspired to think outside the box! The best age range for this resource is 9+. Please look at the preview to determine if this resource works for your age group. 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. 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. New Feature: This escape room now includes1 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes »»»<strong> Women in History ESCAPE ROOMS:</strong> <a href=" https://www.tes.com/teaching-resource/women-in-history-escape-room-set-1-no-prep-11806097 “>Women in History ESCAPE ROOM! Set #1</a> <a href=” https://www.tes.com/teaching-resource/women-in-history-escape-room-set-2-no-prep-11806096 ">Women in History ESCAPE ROOM! Set #2</a>
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Paul Revere Escape Room: American Revolution, Boston Tea Party

Paul Revere Escape Room: American Revolution, Boston Tea Party

The Paul Revere Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about Paul Revere. This is the perfect resource to introduce the Revolutionary War, Sons of Liberty or the Boston Tea Party. Students are given a secret code name and sent on a secret mission to save Revere’s family shop. 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 Paul Revere. 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 Paul Revere. 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. 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. 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. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! Hang the pictures in your room, send them in a parent newsletter or share them on social media  An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes <a href=" https://www.tes.com/teaching-resource/french-and-indian-war-escape-room-11832241 “> French and Indian War ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/boston-tea-party-escape-room-u-s-history-no-prep-11806118 "> Boston Tea Party ESCAPE ROOM!</a>
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War of 1812 Escape Room : James Madison, Impressment

War of 1812 Escape Room : James Madison, Impressment

The War of 1812 Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the War of 1812. The War of 1812 Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to save American sailors. Each clue and code is different. The codes require students to think differently to decipher or decode them. Some codes require critical thinking to determine what a letter/symbol stands for. Each code will reveal interesting facts about the War of 1812. 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. The best age range for this resource is 8+. Please look at the preview to determine if this resource works for your age group. 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. 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. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! Hang the pictures in your room, send them in a parent newsletter or share them on social media  An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes <a href=" https://www.tes.com/teaching-resource/vietnam-war-escape-room-no-prep-11806087 “> Vietnam War ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/french-and-indian-war-escape-room-11832241 "> French and Indian War ESCAPE ROOM!</a>
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Battle of Bunker Hill Escape Room : American Revolution

Battle of Bunker Hill Escape Room : American Revolution

The Battle of Bunker Hill Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Battle of Bunker Hill. This is the perfect resource to introduce the Revolutionary War. Students are given a secret code name and sent on a secret mission to help Colonel Prescott. Each clue and code is different. The codes require students to think differently to decipher or decode them. Some codes require critical thinking to determine what a letter/symbol stands for. Each code will reveal interesting facts about the Battle of Bunker Hill. 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 the Battle of Bunker Hill. 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. 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. 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. New Feature: This escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it”, “I Escaped” and more! Hang the pictures in your room, send them in a parent newsletter or share them on social media  An answer key and easy to follow teacher directions are provided. Time needed: 30-60 minutes <a href=" https://www.tes.com/teaching-resource/french-and-indian-war-escape-room-11832241 “> French and Indian War ESCAPE ROOM!</a> <a href=” https://www.tes.com/teaching-resource/boston-massacre-escape-room-u-s-history-no-prep-11806110 "> Boston Massacre ESCAPE ROOM!</a>
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Black History ESCAPE ROOMS BUNDLE: Rosa Parks, MLK, Civil Rights Movement

Black History ESCAPE ROOMS BUNDLE: Rosa Parks, MLK, Civil Rights Movement

The Black History Escape Rooms Bundle will take students on a secret mission around the classroom! The escape rooms have students decode interesting facts about Black History and Civil Rights. This is the perfect resource to introduce the Civil Rights Movement, the Montgomery Bus Boycott, Rosa Parks, Martin Luther King Jr., Little Rock Nine or Black History Month. The Black History Escape Rooms Bundle has students walking around the classroom breaking codes. Students are given a secret code name and sent on FOUR separate secret missions. The codes include ciphers, Morse code, cryptograms and a final 4 digit code based on the decoders/clues. Save 20% with this BUNDLE! You will get FOUR Escape Rooms: 1. Black History #1 2. Rosa Parks 3. Civil Rights Movement 4. Black History #2 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 the Civil Rights Movement or Black History. 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 Black History. Your students will be inspired to think outside the box! The best age range for this resource is 9+. 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. New Feature: The Civil Rights Movement escape room now includes 12 fun, colorful signs to take class pictures with at the end of the mission. Signs include “Puzzle Master”, “She did all the work”, “Genius”, “We did it” and more! Hang them on your wall, submit to social media or send pictures home :) You can use the signs for any of the included Escape Rooms! An answer key and teacher directions are provided. Time needed: 30-60 minutes per Escape Room
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Presidents 13-24 Escape Room: Fun Facts: Lincoln

Presidents 13-24 Escape Room: Fun Facts: Lincoln

Did you know that Ulysses S. Grant was supposed to be sitting next to President Lincoln at Ford’s Theatre but had a last minute change of plans? The Presidents 13-24 Escape Room will take students on a secret mission around the classroom! This escape room has students decode fun and interesting facts about Presidents 13-24. This is the perfect resource to introduce presidents, to have a day of fun or celebrate President’s Day. The Presidents 13-24 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 President Hayes. 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 and fun facts about Presidents 13-24. 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 Presidents 13-24. 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. 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
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Famous Failures Escape Room

Famous Failures Escape Room

The Famous Failures Escape Room will take students on a secret mission around the classroom! This escape room has students decode inspirational facts about famous people who didn’t let failure stop them. This is the perfect activity to instill a growth mindset. Students will learn about Katy Perry, George Lucas, Mark Cuban and Bill Gates. The Famous Failures Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to save Jason’s business! 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 facts about famous failures and their growth mindset. 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! 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. An answer key and teacher directions are provided. Time needed: 30-60 minutes
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Presidents 1-12 Escape Room: Fun Facts: Washington. Adams, Jefferson

Presidents 1-12 Escape Room: Fun Facts: Washington. Adams, Jefferson

The Presidents 1-12 Escape Room will take students on a secret mission around the classroom! This escape room has students decode fun and interesting facts about Presidents 1-12. This is the perfect resource to introduce presidents, to have a day of fun or celebrate President’s Day. The Presidents 1-12 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 John Adams. 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 and fun facts about Presidents 1-12. 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 Presidents 1-12. 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. 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
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5 Constitution Escape Rooms:Bill of Rights, Branches, Preamble, Founding Fathers

5 Constitution Escape Rooms:Bill of Rights, Branches, Preamble, Founding Fathers

This 5 pack BUNDLE includes: 1. U.S. Constitution Escape Room 2. Preamble Escape Room 3. Bill of Rights Escape Room 4. Founding Fathers Escape Room 5. Branches of Government Escape Room This 5 pack bundle of Constitution related Escape Rooms will take students on 5 separate secret missions around the classroom! Each escape room has students decode interesting facts about the Preamble, the Constitution, Bill of Rights, Founding Fathers or the Branches of Government. This is the perfect resource to introduce the subject or to review the topics. Each Escape Room has students walking around the classroom breaking codes. Students are given 5 different secret code names and sent on secret missions. 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 facts related to the topic. 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!! Each room is a NO PREP, PRINT & GO Activity! Students are sent on 5 separate “secret missions” and given a different 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 parts of the Constitution. 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. 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
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Westward Expansion ESCAPE ROOMS BUNDLE -Oregon Trail, Gold Rush, Lewis&Clark

Westward Expansion ESCAPE ROOMS BUNDLE -Oregon Trail, Gold Rush, Lewis&Clark

This Escape Room BUNDLE includes: 1) Lewis and Clark Escape Room 2) Oregon Trail Escape Room 3) California Gold Rush Escape Room The Westward Expansion Escape Rooms BUNDLE will take students on three separate secret missions around the classroom! This escape room has students decode interesting facts Lewis and Clark, the Oregon Trail and the California Gold Rush. Sometimes students just need a day of movement around the room! The Westward Expansion Escape Rooms BUNDLE has students walking around the classroom breaking codes. Students are given a secret code name and sent on three different secret missions! The codes include ciphers, Morse code, cryptograms and a final 4 digit combination 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 Westward Expansion. The use of secret code will keep your students engaged while competing to find the final 4 digit combination. No props needed!! Students can report the final code/combination to you. If you wanted to, you could purchase a 4 digit lock that you program, but is not necessary at all! 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 each Escape Room. An answer key and teacher directions are provided. Time needed: 30-60 minutes per Escape Room
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Famous Failures Escape Room #2

Famous Failures Escape Room #2

The Famous Failures Escape Room #2 will take students on a secret mission around the classroom! This escape room has students decode inspirational facts about famous people who didn’t let failure stop them. This is the perfect activity to instill a growth mindset. Students will learn about Michael Jordan, Abraham Lincoln, Elizabeth Blackwell and Dr. Seuss. The Famous Failures Escape Room #2 has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to inspire a volleyball player! 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 facts about famous failures and their growth mindset. 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 Famous Failures who overcame their obstacles. 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. 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 »»» Growth Mindset ESCAPE ROOMS: Growth Mindset ESCAPE ROOM! Growth Mindset #3 ESCAPE ROOM- MODERN VERSION!
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10 Pack Escape Rooms Activity Bundle: Bill of Rights,Civil War, MLK,Constitution

10 Pack Escape Rooms Activity Bundle: Bill of Rights,Civil War, MLK,Constitution

This Bundle includes TEN separate ESCAPE ROOMS for: 1) U.S. Constitution Escape Room 2) Declaration of Independence Escape Room 3) Causes of the Revolutionary War Escape Room 4) Underground Railroad Escape Room 5) Bill of Rights Escape Room 6) Founding Fathers Escape Room 7) Women in History Escape Room 8) Branches of Government Escape Room 9) Martin Luther King Jr. Escape Room 10) Civil War Escape Room SAVE $$$ with this BUNDLE!! NO PROPS NEEDED!!!! The Escape Rooms will take students on TEN separate secret missions around the classroom! The escape rooms have students decode facts about the Declaration of Independence, the US Constitution, Causes of the Revolutionary War, The Bill of Rights, Founding Fathers, Women in History, Branches of Government, MLK, Civil War and the Underground Railroad. Escape Rooms have students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to solve the clues in less than an hour (You decide the amount of time!) Code names and secret missions are different in every escape room! The codes include ciphers, Morse code, cryptograms and a final 4 digit lock combination based on the four 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 a fact about U.S. History. For example, students will learn the number of amendments and articles in the Constitution, analyze excerpts from the Declaration of Independence, gain an overview of the amendments in the Bill of Rights or learn about the Boston Tea Party. They will learn about historical women and their impact on the world as well as the basic jobs of the branches of government. Lastly, students will learn about the contributions of MLK and why the Civil War was fought. The use of secret code will keep your students engaged while competing to find the final lock combination. No props needed!! Students can report the final lock combination to you. If you wanted to, you could purchase a 4 digit lock that you program, but it is not necessary at all! 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. The Declaration of Independence is of higher difficulty than the rest...CHALLENGE your students! 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 with each escape room. An answer key and teacher directions are provided for each escape room. Time needed: 30-60 minutes/escape room Save 20% with this BUNDLE!
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Founding Fathers Escape Room: U.S. History: Washington, Jefferson

Founding Fathers Escape Room: U.S. History: Washington, Jefferson

The U.S. Founding Fathers Escape Room will take students on a secret mission around the classroom! This escape room has students decode facts about four of the most well known Founding Fathers of the nation. The Founding Fathers included in this resource are: John Adams, George Washington, Thomas Jefferson and Benjamin Franklin. Students may have heard those names before, but do they understand the impact they made on the nation today? Sometimes students just need a day of movement around the room! This Escape Room has students walking around the classroom reading about our Founding Fathers and breaking codes. Students are given a secret code name and sent on a secret mission to get John Adams into the White House! The codes include ciphers, Morse code, cryptograms and a final 4 digit lock combination 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 the Founding Fathers of the United States. The use of secret code will keep your students engaged while competing to find the final 4 digit combination. No props needed!! Students can report the final lock combination to you. If you wanted to, you could purchase a 4 digit lock that you program, but is not necessary at all! 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. An answer key and teacher directions are provided. Time needed: 30-60 minutes
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Branches of Government: U.S. Government and Civics

Branches of Government: U.S. Government and Civics

The Branches of Government Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Legislative, Executive and Judicial Branch. NO PROPS NEEDED! The Branches of Government Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to save the president! The codes include ciphers, Morse code, cryptograms and a final 4 digit lock combination 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 the Branches of Government. The use of secret code will keep your students engaged while competing to find the final four digit lock combination. No props needed!! Students can report the final lock combo to you. If you wanted to, you could purchase a 4 digit lock that you program, but it is not necessary at all! The best age range for this resource is 9+. 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 is included. An answer key and teacher directions are provided. Time needed: 30-60 minutes
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Preamble Escape Room: U.S. Constitution

Preamble Escape Room: U.S. Constitution

The Preamble Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts and goals of the Preamble to the United States Constitution. This is the perfect resource to introduce the Preamble or to review the goals of the Preamble. The Preamble 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 Gouverneur Morris. 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 facts about the meaning of the Preamble. 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 the goals of the Preamble. 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. 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
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Oregon Trail Escape Room - U.S. History- Westward Expansion

Oregon Trail Escape Room - U.S. History- Westward Expansion

The Oregon Trail Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Oregon Trail, Manifest Destiny and Westward Expansion. Sometimes students just need a day of movement around the room! The Oregon Trail Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to cross the river and reach western land! The codes include ciphers, Morse code, cryptograms and a final 4 digit code/combination 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 the Oregon Trail and Manifest Destiny. The use of secret code will keep your students engaged while competing to find the final 4 digit combination. No props needed!! Students can report the final code/combination to you. If you wanted to, you could purchase a 4 digit lock that you program, but is not necessary at all! 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. An answer key and teacher directions are provided. Time needed: 30-60 minutes
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Revolutionary War Causes Escape Room- U.S. History

Revolutionary War Causes Escape Room- U.S. History

The Causes of the Revolutionary War Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts and causes of the American Revolution. NO PROPS NEEDED! The Causes of the Revolutionary War Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to unite the colonies! The codes include ciphers, Morse code, cryptograms and a final 4 digit lock combination 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 and causes of the Revolutionary War. The use of secret code will keep your students engaged while competing to find the final four digit lock combination. No props needed!! Students can report the final lock combo to you. If you wanted to, you could purchase a 4 digit lock that you program, but it is not necessary at all! The best age range for this resource is 9+. 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 is included. An answer key and teacher directions are provided. Time needed: 30-60 minutes
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