A storybook wooden door with a glowing brass padlock on an autumn orchard path, with a carnival tent, a red barn and pumpkins beyond it
CLASSROOM ESCAPE ROOMS FOR GRADES 2 TO 7

The door is locked.
Math is the key.

Each room is a story with five to seven locks. Students solve real, standards-based problems to open them, on any school Chromebook or on paper. You watch every answer come in from your dashboard.

Try the first lock of any room free Printable version in every room Student? Enter your class code
01 / PICK A ROOMHOW IT WORKS ↓
A 30-SECOND MINI MISSION

Can you open the lock?

A note beside the door holds three clues.
Solve them in order to find the code. Take your time. There is no timer.

FIRST DIGIT12 ÷ 3
SECOND DIGIT3 + 4
THIRD DIGIT9 − 7

Built on Common Core math standards

Runs on older school Chromebooks

Printable version and answer key

Level 1 support path in newer rooms

HOW IT WORKS

Three steps from code to class.

  1. 1

    Get the room

    Bought it on TPT? Type the access code from your PDF on the redeem page. Or buy it here with a card. Either way it lands in your teacher library.

    Redeem a TPT code
  2. 2

    Students play

    Make a class and share the class code. Students type their name and play in the browser, no student accounts. Print the paper version for any student who needs it.

    See the student join page
  3. The teacher roster: each student's status and which locks they have opened3

    Watch the dashboard

    See who is on which lock, how many tries it took and how many hints they used, live. Answer keys and the printable packets are in your library.

    Open the teacher dashboard
WHAT THE TEACHER SEES

Every student, every lock, while they play.

A digital escape room is often a locked page and an answer key. Here, each class gets its own page. These are screenshots of that page with a sample class. The student names are made up.

Class roster: each student's level, status, questions answered, score, hints, a square per lock, start time, finish time and active minutes.
The roster. Nora is on Level 1. Maya finished and took the Challenge Zone. Jonah has 16 wrong tries on lock 2, so the page suggests Level 1.
Skills report: each lock's skill, how many students opened it, average wrong answers, hints, and the names of students who struggled or are stuck.
The skills report. Eli is stuck on percent of a number right now. Use the names for a small reteach group.
  • Live class roster

    One row per student: the lock they are on, questions answered, hints used and a colored square for each lock. The page refreshes every 15 seconds.

  • Skills report by lock

    Each lock practices one skill, like percent of a number. The report names who struggled on it (3 or more wrong answers or 2 or more hints) and who is stuck on it right now.

  • One-click Level 1

    Check Level 1 next to a name and that student gets a shorter path with one-step questions, same story and certificate. Students never see the level name.

  • Challenge Zone

    Students who finish early get a harder bonus round. Their roster row shows how many bonus problems they solved.

  • Hints that teach

    Every lock has three hints: the rule, a worked example with different numbers, then a clue to the secret word. A wrong answer gets a short note about the likely mistake, never the answer.

  • Standards on the page

    Room pages list the Common Core codes the room covers with a plain description of each, and the skills report uses the same skill names.

  • Active-time clock

    The Time column counts only minutes a student was working. The clock stops when the tab is hidden or after 2 minutes with no typing or clicking.

START WITH YOUR GRADE

Which grade do you teach?

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