Teacher note
Enter the teacher password to see the answers and testing tools.
How it runs
- Teams of 2 to 4 share one Chromebook. Teams pick a team name with the word arrows (no student names are typed, so any group can pick up a progress code later, even with new partners). The game reminds the team to pass the mouse after every lock.
- Plan on 45 to 60 minutes (it can be split over two class periods with progress codes). This is a point and click escape room through a school: Ms. Park's classroom, the library, the cafeteria, the music room and the school garden. Each place opens when a clue shows that Clover went there. The game does not tell teams what to do next: clues in one room often unlock a puzzle in another room (the paint cups in the classroom are needed for the piano in the music room), so teams have to explore, take notes and connect what they find. The hint button gives direction when they are truly stuck.
- Built for grades 3 to 5: a third grade team can finish with some hints and a little help, and a fifth grade team should be able to do it on their own. "Stuck? Get a Hint" on the side always gives a hint for the next thing to do (3 hints per lock, one every 45 seconds).
- Skills: careful searching, number clues (even, more than, position in a grid), reading for meaning (putting a torn note back together), ABC order to the second letter by last name, reading a picture graph with half symbols and subtracting, finding notes on a piano keyboard, and logic with distances on a grid.
- Wrong answers lock that puzzle for a short wait (15 seconds, then 30, 45, 60). A wrong garden bed waits 20, 40, then 60 seconds and says which clue it breaks.
- Bonus: 9 golden carrots are hidden around the school. The count prints on the award.
- Progress codes: after every lock the team gets a 10 letter code (like
KDHTM-7XQMP), also shown on the side. Have one student write the newest code on paper. If a browser resets or the team moves to another Chromebook, they type the code on the start screen. It brings back the team name, every lock opened, hints and time. Note pieces that were picked up but not used yet are only remembered on the same computer. Made up codes do not work, and codes from the other escape rooms do not work here. - The "Left this page" counter on the side goes up every time someone switches to another tab or window. It does not stop the game. A high number can mean someone went looking for answers, so it is worth a quick check in.
- Everything here (the school, Clover and the grown ups) is made up.
Timer
Minutes until the bell: (teams can keep playing in overtime; the award says "Solved in overtime")
Answers, in order
- Nap spot riddle (cubbies): even; bigger than the tally marks on the whiteboard (12 days); and the backpack right below it matches Clover's food bowl in the hutch (red). Only cubby 14 fits (cubby 19 under it is red). Inside: a note piece.
- Torn note (Ms. Park's desk): the 4 pieces are in the hutch straw, in the trash can, under the round rug (click it to lift) and in cubby 14. Left to right: the rug piece, the hutch piece, the cubby piece, the trash can piece. Mr. Diaz saw the bunny hop into the library.
- Library books: the rule poster on the wall: ABC by last name, and first name when the last names match. Ana Garcia, Zoe Garcia, Eli Gates, Sam Gibson, Ava Glover, Ben Gomez. The spine letters only show once the order is right: SNACKS (the cafeteria opens).
- Kitchen door (cafeteria): the Salad Bar poster key: a full circle = 4 pieces, a half = 2. Left: carrots 14, cucumbers 8, celery 12, snap peas 10. Eaten: 6, 8, 0, 4. The lock asks in a different order (celery, carrots, snap peas, cucumbers): 0648. Cook Rosa gives a carrot.
- Piano (music room): the paw prints are colored. Clover stepped in the paint cups on the shelf in Ms. Park's room from left to right: green, red, yellow, blue, orange, purple, pink. In that color order the keys are C, A, B, B, A, G, E = CABBAGE (the garden opens). The piano keys poster shows how to find C.
- Garden beds: 4 hops from the shed (F5), 2 hops from the scarecrow (B3), 2 hops from the bird bath (D1). Only bed D3 fits. Each clue alone leaves more than one bed.