Journal of Academic Development and Education JADE Issue 11 Summer 2019 | Page 47

are room escapes rather than library explorations. Nicole Scherer’s manual, Do (n’t) panic! A manual for original library escape room events (2016) provided a good place to start planning and thinking about the goal and structure of the session particularly the idea of working backwards. A 2017 blog post by Dig-It Games alerted me to Breakout Edu who have developed toolkits for educational escape rooms with some of their games available open source and equipment available to purchase, which could be worth considering in developing future activities. Normally, with induction, I demonstrate how to use resources, but students would need to work this out themselves. Would that put them at a disadvantage? This raised some concern as I did not want students to feel completely lost, but the library systems are readily available to access and with sessions taking place from week five, they may have developed familiarity with them. On the plus side, in addition to the higher learning skills, a task such as this would test and develop skills a standard library induction would not. A blog post by Other World Escapes (2018) details why escape rooms are the best form of team-building activities and cover skills, such as, communication, collaboration, creative thinking, problem-solving, time management and decision making. According to Prospects (2019) job profile, these are key skills forensic scientists should possess and ones students should be interested in developing when thinking about careers. With sessions taking place between weeks 5-8, I felt students should have developed a good working relationship with most of their peers. How wrong I was… The Devil is in the Detail I am not going to talk too much about the puzzles, as a magician never reveals their secrets, but I wanted to incorporate cryptic puzzles and activities, which would be paper based, as opening a safe would have to be the goal. With four groups, I used four safes and chose a six-digit combination, made up from numbers in library book classmarks and from finding information in electronic journal articles. I put A3 versions of journal articles on the wall as clues. This was an idea I liked from seeing large A1 sized versions of articles on the walls in the forensic science department. It was a useful way to relay information about the mysterious benefactor and present red herrings to throw teams off track, so students had to develop theories using evidence and a process of elimination – again, key skills for forensic science students (Prospects, 2019). Escape rooms love using light as puzzles, once again demonstrated in Nicholson’s (2015) white paper where this was the third most commonly used puzzle type – 58% of rooms used light. With this being a forensic science induction, it made thematic sense to use black lights, so I wrote messages and clues in invisible ink – one was the order for the safe combination. The black lights were in the room but without batteries. Teams would need to find batteries before they could use the lights. Let the Games Begin! I ran a trial with my team and as library staff, they had an advantage over the students since they know how to use the catalogue and are familiar with library layout – but they still did not solve the quest in time. My team suggested a hint system, which I was initially hesitant about, but agreed to two hint tickets, which teams could trade in by asking a specific question (but not the combination to a safe). Some groups did not know what to ask, which made the hint ticket redundant and as I did not want to make it easy for them that was the only system of help. In hindsight, A RTICL E # 2 47