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Halloween Escape Room Game Quiz .  KS3 Secondary Clues /Quiz English / Math / Science Hide the Clues
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Halloween Escape Room Game Quiz . KS3 Secondary Clues /Quiz English / Math / Science Hide the Clues

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A fun Halloween clue. Hide the 10 clues around classroom and get the pupils to find them. They then have to work out the clues to escape the room. You are trapped inside a spooky haunted house and your only way out is to solve a coded message. Solve it or you will be trapped inside forever! ** Instructions** • There are ten clues hidden around the room. • You need to locate all TEN clues and then you will need to solve them in order • Eight of the clues will reveal different letters of the alphabet. there are grey boxes on the clue sheet for you to write these down, as well as space on your answer sheet. When you have noted down all of the letters, you will then unscramble the letters to reveal a Halloween related phrase. • The two remaining clues will reveal two separate numbers. You will multiply these numbers to reveal a 3-digit number. This will be the last part of the code. • Once you have ‘cracked’ both codes, you will then be able to escape from the haunted house!
Uncle Montague's Tales of Terror  Escape Room Game. Halloween  Fun Clues / Quiz English Reading
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Uncle Montague's Tales of Terror Escape Room Game. Halloween Fun Clues / Quiz English Reading

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A fun resource for KS3 learners. This resource is based on chapter 6 of the book: Winter Pruning. This resource includes: 11 clues, an instruction and answer sheet and clue answer sheet. Split your class into teams of 4 - 6. Ideally you will need two classrooms as each team will hide the clues for the other team in a separate room. If you can only use one classroom then split the room in half. Each team will hide the other teams’ clues and then each team will have to locate all the clues in order to solve the code! For my class, I hid the clues myself. I began by reading the chapter and then gave them the instructions and asked them to find the clues around the classroom. Further Instructions • There are 11 clues hidden around the room. • You need to locate all 11 clues and then you need to solve them in order from 1 – 11. • The first 9 clues will reveal a letter of the alphabet that you must note down on your answer sheet. When you have all of the letters noted down, you will then unscramble the letters to reveal a chapter from the book (two words). • The other two clues will reveal 2 separate numbers. You will multiply these numbers to reveal a 4-digit number. This will be the last part of the code. • Once you have both codes, you will then be able to escape from Uncle Montague’s creepy house! All clues are based on this chapter if the book and learners will have to use their skimming and scanning techniques to look for the answers in their reading books.
English Language Flash Cards Transactional Writing. GCSE / Functional Skills. Speech / Article
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English Language Flash Cards Transactional Writing. GCSE / Functional Skills. Speech / Article

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28 X English language flashcards to help students with their transactional writing. You could get learners to pick one each at random or choose one for the whole class to write a response to. Each card has a statement and it is up to the students whether to write a piece of text that agrees or disagrees with the statement. Example: “E-learning should replace classroom learning.” Get learners to research the pros and cons of e-learning before deciding whether or not they agree with this statement. These can be used as prompt to writer either a speech, an article of even a letter which puts their opinions across. Flash cards can be laminated and there are four per A4 sheet. Card are double sided with a polka dot background on the opposite side.
Gangsta Granny Escape Room Game  Fun Clues / Quiz English Reading
kayleighannecharltonkayleighannecharlton

Gangsta Granny Escape Room Game Fun Clues / Quiz English Reading

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A fun resource for primary school aged learners and KS3! This resource should be used on completion of the book: Gangsta Granny. This resource includes: 10 clues, an instruction and answer sheet and clue answer sheet. Split your class into teams of 4 - 6. Ideally you will need two classrooms as each team will hide the clues for the other team in a separate room. If you can only use one classroom then split the room in half. Each team will hide the other team’s clues and then each team will have to locate all the clues in order to solve the code! Further Instructions • There are 10 clues hidden around the room. • You need to locate all 10 clues and then you need to solve them in order from 1 – 10. • The first 8 clues will reveal a letter of the alphabet that you must note down on your answer sheet. When you have all of the letters noted down, you will then unscramble the letters to reveal a phrase (two words). This phrase is related to the book. • The final clues will reveal 2 separate numbers. You will multiply these numbers to reveal a 3-digit number. This will be the last part of the code. • Once you have both codes, you will then be able to escape from the Tower of London. All clues are based on the book and learners will have to use their skimming and scanning techniques to look for the answers in their reading books.