Breakout Room Instructions
BREAKOUT ROOM- A Day at the Zoo
This is a breakout game used to help students develop the 4 Cs of 21st Century Thinking:
Main Core Tie
Mathematics Grade 2
Strand: OPERATIONS AND ALGEBRAIC THINKING (2.OA)
1 class periods of 30 minutes each
Thinking & Reasoning, Communication
- Device (laptop, computer, iPad)
- Printed Breakout clue (to project for the whole class to see, or have students access on their device)
Background for Teachers
This game is a breakout (escape room) type game for students. Students will work in groups to figure
out the clues from the PDF clue and use the google from as their LOCK to see if their combination is
correct. The google form will say "Response submitted" if they have correctly put in the lock
Student Prior Knowledge
Students use knowledge of fluently add and subtract within 20 and the 4 Cs of 21st Century skills to
unlock the breakroom lock.
Intended Learning Outcomes
In this lesson students will be able to work together in a group using the 4 Cs of 21st Century skills
(Critical Thinking, Creativity, Collaboration and Communication) as well basic mental math strategies
with in numbers 0-20.
1. Group students into groups of 3-4 students with 1 device per group
2. STORY (read out loud to class)
The children at _____________________ Elementary have had a at the school fundraiser carnival.
Ms/Mr._______________________ is giving out BALLOONS! Students are already lining up to get their favorite colors!.
3. PLAY GAME: Project PDF of the clue or allow students to access the clue digitally. Student work
together as they try to figure out the LETTER CODE clue. (NOTE: teacher should already have figure
out the lock to the game so that he or she can better help facilitate the game). Allow a healthy level of
Let students know that each group may ask for 1 or 2 hints.
HINTS: 1. How many balloons does the teacher have at the beginning? 2. What math operation
does the word "TAKE" make you think of?
Students my use the Google Form to try out the different LETTER LOCK combinations. It will say to
try again if incorrect and will only accept the correct answer.
LOCK COMBINATION: M (20-3=17) A (17-5=12) T (12-6=6) H (6-3=3)
4. Whether all groups have finished or not, have students stop working on their locks and give them a
DEBRIEF question to discuss together before coming together as a class.
5. DEBRIEF: Have students share responses to their debrief questions
These questions cover communication, collaboration, and critical thinking.
- Describe how another member of your group use good communication skills.
- Why did your group succeed or fail in completing the game?
- How can a game like this make your group better problem solvers?
- Describe a time in the game when your group had a lightbulb moment.
- Describe something new that you learned through playing the game.
- Describe a moment in the game when your group worked well together.
- If your group played this game again, what would you change about the approach to solving the
- How might you change the puzzle to make it more challenging?
- Describe a moment when your group became frustrated. How could you avoid that next time?
- How did your group utilize each individual’s strengths?
- If you were playing this game with a new group, what would you say beforehand to set them up
- for success?
- Describe your comfort level for sharing ideas with your group throughout the game
- Tell the story of the game using emojis
- Create a new puzzle for this game.
Students are assessed on their participation with their group in working through the breakout room
clues and lock combination.