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Escape rooms and other immersive experiences in the library  Cover Image Book Book

Escape rooms and other immersive experiences in the library / Ellyssa Kroski.

Kroski, Ellyssa, (author.).

Summary:

"Escape rooms are live, interactive, adventure games in which participants must team up to solve a series of riddles, puzzles, and challenges in order to win. "Immersive experiences" are a sort of Escape-Room Lite, more casual, no timers or lockdowns. Escape Rooms worldwide have quadrupled in the past three years, and libraries are getting in the act. Scavenger hunts have been a library orientation staple, puzzles, clues, and team competitions add to the fun. When it comes to STEM or curriculum support, what better way to learn chemistry than the immersive play of a wizardry potion class. Author Ellyssa Kroski, an escape room enthusiast and potions class graduate, shows a full range of options with how-to guidance, on such topics as: Hosting a pre-designed game from leading educational supplier, BreakoutEDU.com. Start-to-finish, replicable model Kroski developed for her library--Search for Alexander Hamilton and the Missing Librarian. How to design your own escape room from scratch. Descriptive listing of 16 library projects with audience demographics, run-time, required staff, and budget. Resources for making crossword, sudoku, or jigsaw puzzles. Escape room board games or a digital breakout with Google tools. Pop-up escape rooms to take on the road for outreach. Bring LARP to your library, live-action role-playing, the most popular immersive experience. How to create an escape room flow-chart for planning. Designing a kid-friendly escape room. Vendor listings of the all the supplies you'll need. Planning template for an escape room project"-- Provided by publisher.

Record details

  • ISBN: 9780838917671
  • ISBN: 0838917674
  • Physical Description: x, 188 pages : illustrations ; 23 cm
  • Publisher: Chicago : ALA Editions, 2019.

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references and index.
Formatted Contents Note:
Escape rooms and immersive experiences explained -- The escape room opportunity -- Escape room activity in libraries -- How to host a pre-designed escape room event -- How to design an escape room from scratch -- How to create a pop-up escape room -- How to create an escape room enthusiasts club -- How to host an immersive experience -- How to host a kid-friendly escape room event -- How to design a digital breakout -- All about escape room board games -- How to host an escape room event for team building and staff training -- How to add a hi-tech twist to your escape room -- Start-to-finish model: The search for Alexander Hamilton and the missing librarian -- Appendixes: A. Escape room set-up document template -- B. Escape room puzzle document template.
Language Note:
Text in English.
Subject: Libraries > Activity programs.
Group problem solving.
Escapes (Amusements)
Group problem solving.
Libraries > Activity programs.

Syndetic Solutions - Summary for ISBN Number 9780838917671
Escape Rooms and Other Immersive Experiences in the Library
Escape Rooms and Other Immersive Experiences in the Library
by Kroski, Ellyssa
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Summary

Escape Rooms and Other Immersive Experiences in the Library


By one count, there are more than 7,200 escape room environments in 1,445 cities in 105 countries. So why not in libraries? Sharpening participants' problem solving and collaboration skills by mashing up real-time adventure, immersive theater, gaming, and old-fashioned entertainment, they're a natural for libraries. And, as Kroski demonstrates in this fun guide, they're feasible for a range of audiences and library budgets. Whether you're already an escape room aficionado who's eager to replicate the experience at your own institution, or an intrigued novice looking for ways to enliven your programing, Kroski has got you covered. This book discusses the differences between escape rooms, which are highly structured, and immersive experiences, which are more casual; shows how these unique experiences can be used to teach information literacy skills, add unique youth programming, bring adults into the library, and instruct patrons about library resources in the form of puzzles and challenges; profiles several successful library projects, from large scale programs like New York Public Libraries' Find the Future: The Game to smaller ones like Search for Alexander Hamilton; offers dozens of programming ideas and examples that can be tailored to fit a variety of libraries and budgets; and provides information on game kits available for purchase, tips for partnering with local Escape Room businesses, and links to additional resources. With the assistance of Kroski's guide, libraries everywhere can offer their own take on these exciting forms of entertainment, engagement, and education.

Additional Resources