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I create no prep classroom Escape Rooms which send students on secret missions around the classroom!

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I create no prep classroom Escape Rooms which send students on secret missions around the classroom!
Preamble Escape Room: U.S. Constitution
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Preamble Escape Room: U.S. Constitution

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

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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>
Julius Caesar ESCAPE ROOM: Ancient Rome - Shakespeare
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Julius Caesar ESCAPE ROOM: Ancient Rome - Shakespeare

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The Julius Caesar Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about Julius Caesar. This is the perfect resource to introduce or review Julius Caesar and Ancient Rome. The Julius Caesar Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission. 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 Julius Caesar. 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 Julius Caesar. Your students will be inspired to think outside the box! 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. 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. 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
World War II ESCAPE ROOM: Hitler, Holocaust, FDR, Pearl Harbor
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World War II ESCAPE ROOM: Hitler, Holocaust, FDR, Pearl Harbor

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The World War II Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about World War II. This is the perfect resource to introduce or review FDR, Pearl Harbor, Hitler and the Holocaust. The World War II Escape Room has students walking around the classroom breaking codes. Students are given a secret code name and sent on a secret mission to restore Anne Frank’s Diary. 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 World War II. 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 World War II. Your students will be inspired to think outside the box! 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. 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. 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>
Paul Revere Escape Room: American Revolution, Boston Tea Party
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Paul Revere Escape Room: American Revolution, Boston Tea Party

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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>
Battle of Bunker Hill Escape Room : American Revolution
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Battle of Bunker Hill Escape Room : American Revolution

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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>
War of 1812 Escape Room : James Madison, Impressment
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War of 1812 Escape Room : James Madison, Impressment

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

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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>
Emancipation Proclamation ESCAPE ROOM: Abraham Lincoln, Civil War
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Emancipation Proclamation ESCAPE ROOM: Abraham Lincoln, Civil War

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Emancipation Proclamation Escape Room Activity: The Emancipation Proclamation Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Emancipation Proclamation, Abraham Lincoln, slavery and the Civil War. This is the perfect resource to introduce a famous historical executive order in a fun way! The Emancipation Proclamation 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 or an analysis about the Emancipation Proclamation. 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 for differentiation. A “How to Decode” puzzles is also included. As a “timed” challenge, students will be engaged from beginning to end. This escape room 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 New Feature: I have included a 6 question formative to complete as proof of understanding. Each “clue” also has one question to answer to ensure comprehension for a total of 10 questions. Many times students rush to solve the puzzles without reading or comprehending what they read. The questions need to be answered correctly before they can win!
Gettysburg Address ESCAPE ROOM: Translation - Abe Lincoln
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Gettysburg Address ESCAPE ROOM: Translation - Abe Lincoln

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Gettysburg Address Escape Room Activity: The Gettysburg Address Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about the Gettysburg Address, Abraham Lincoln and the Civil War. This is the perfect resource to introduce a famous historical speech in a fun way! The activity includes modern, easy to understand translations of Lincoln’s speech. The Gettysburg Address Escape Room has students walking around the classroom breaking codes. Students will complete a short formative that corresponds to the readings. This will ensure they are reading the content, not just solving the puzzles. 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 or an analysis about the Gettysburg Address. 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 for differentiation. A “How to Decode” puzzles is also included. Once your students try one of my escape rooms, they will beg for more! 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. This escape room 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 New Feature: I have included a 6 question formative to complete as proof of understanding. Many times students rush to solve the puzzles without reading or comprehending what they read. The questions need to be answered correctly before they can win!
Bill of Rights Activities - U.S. Constitution - Puzzles, Task Cards, Word Sorts
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Bill of Rights Activities - U.S. Constitution - Puzzles, Task Cards, Word Sorts

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The Bill of Rights activities are unique and visually appealing. This is the perfect resource to study the U.S. Constitution and the Bill of Rights. Students can create a t-shirt design, level up, use the Bill of Rights flash cards and so much more!! There are 16 fun Bill of Rights Activities included! This resource includes 16 activities: Pick Five Worksheet- Students write sentences or draw pictures about the Bill of Rights in action. Mix it Up Puzzle and Answer Key- Students answer True or False questions, color the true answers, cut them out then unscramble a final word. Modern Rewrite- Students rewrite 3 amendments into modern words. Word Search and Answer key 1st Amendment Cipher and Answer key Cryptogram and Answer key (Anti-Federalist view) 5th Amendment Word Sort and Answer Key Ladder Up Level/Scale worksheet T-Shirt Design You Choose Activity- Students choose from 5 formative activities to show what they know about the Bill of Rights. Bill of Right Word Sort and Answer Key Task Cards (12), Recording Sheet and Answer Key Bill of Rights Matching and Answer Key Case Briefs- 5 case briefs for Tinker, Hazelwood, Heller, Miranda and Gideon with graphic organizer and book cover directions. Flash Cards- match the picture to the # Court Case Word Sort- cases related to amendments in the Bill of Rights
9 Civics and Government Escape Rooms BUNDLE: 9 No Prep Activities!
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9 Civics and Government Escape Rooms BUNDLE: 9 No Prep Activities!

9 Resources
Looking for NO PREP, engaging activities to cover a variety of Civics and Government topics? Want a way to make the Articles of Confederation or the Declaration of Independence a blast for the class? This resource includes 9 Civics and Government Escape Rooms: Citizenship and Naturalization Preamble Escape Room Bill of Rights Escape Room Founding Fathers Escape Room Branches of Government Escape Room Declaration of Independence Escape Room Articles of Confederation Escape Room Supreme Court Civil Rights Movement This 9 pack bundle of Civics and Government related Escape Rooms will take students on 9 separate secret missions around the classroom! Each escape room has students decode interesting facts about the Preamble, the Declaration, Bill of Rights, Founding Fathers, Branches of Government and more!. This is the perfect resource to introduce the civics topic or to review the topics. Each Escape Room has students walking around the classroom breaking codes. Students are given 9 different secret code names and sent on 9 separate 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 9 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 various Civics topics. 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 per room
9 U.S. Wars Escape Rooms BUNDLE: 9 No Prep Activities! World Wars, Civil War
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9 U.S. Wars Escape Rooms BUNDLE: 9 No Prep Activities! World Wars, Civil War

9 Resources
Looking for NO PREP, engaging activities to cover a variety of U.S. Wars? Want a way to make World War II or the Civil War a blast for the class? This resource includes 9 U.S. Wars Escape Rooms: Causes of the Revolutionary War Escape Room Civil War Escape Room Pearl Harbor Escape Room Vietnam Escape Room World War I Escape Room World War II Escape Room War of 1812 Escape Room Battle of Bunker Hill Escape Room French and Indian War Escape Room This 9 pack bundle of U.S. Wars Escape Rooms will take students on 9 separate secret missions around the classroom! Each escape room has students decode interesting facts about U.S. involvement in different wars like Wolrd War I or Pearl Harbor! This is the perfect resource to introduce the topic or to review the topics. Each Escape Room has students walking around the classroom breaking codes. Students are given 9 different secret code names and sent on 9 separate 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 9 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 various U.S Wars. 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 per room Check out the individual previews and products for more specific information!
World War I ESCAPE ROOM: Woodrow Wilson, Treaty of Versailles, Allied Powers
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World War I ESCAPE ROOM: Woodrow Wilson, Treaty of Versailles, Allied Powers

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The World War I Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about World War I. This is the perfect resource to introduce the Treaty of Versailles, the Zimmerman Telegram or Central and Allied Powers. The World War I 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 Jared defend his country. 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 World War I. 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 World War I. Your students will be inspired to think outside the box! 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. 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. 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
George Washington Escape Room - No Prep!
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George Washington Escape Room - No Prep!

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The George Washington Escape Room will take students on a secret mission around the classroom! This escape room has students decode interesting facts about George Washington. This is the perfect resource to introduce George Washington, to review his accomplishments or celebrate President’s Day. The George Washington 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 Washington cross the Delaware River. 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 George Washington. 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 George Washington. 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
Women in History Escape Room Set #2 - No Prep!
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Women in History Escape Room Set #2 - No Prep!

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The Women in History Escape Room #2 will take students on a secret mission around the classroom! This escape room has students decode facts about four inspirational women who changed the world. The women included in this resource are: Harriet Tubman, Amelia Earhart, Maya Angelou and Helen Keller. Students may have heard those names before, but do they understand the impact they made on the world today? Sometimes students just need a day of movement around the room! This Escape Room has students walking around the classroom reading about historical women and breaking codes. Students are given a secret code name and sent on a secret mission to save Amelia Earhart! 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 four important historical women. 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 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. An answer key and teacher directions are provided. Time needed: 30-60 minutes A 30 page PDF is included.
Black History Month Escape Room #2- No Prep!
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Black History Month Escape Room #2- No Prep!

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The Black History #2 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 Rosa Parks, Sojourner Truth, Thurgood Marshall, Jesse Owens, Wilma Rudolph, Benjamin Banneker, Sarah Goode and George Washington Carver. The Black History #2 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 Thurgood Marshall win his case. 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 A 30 page PDF is included »»» Growth Mindset ESCAPE ROOMS:
Revolutionary War Escape Room - U.S. vs. Great Britain - No Prep!
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Revolutionary War Escape Room - U.S. vs. Great Britain - No Prep!

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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 This escape room 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.
Supreme Court ESCAPE ROOM! American Government - Judicial Branch
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Supreme Court ESCAPE ROOM! American Government - Judicial Branch

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

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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>