Beruflich Dokumente
Kultur Dokumente
ETEC 588
SPRING 2017
BREAKOUT EDU 2
Table of Contents
References 18
BREAKOUT EDU 3
Technology has infiltrated every aspect of modern life whether at home, school, or
webcasts, or cell phones. With all the technological advances occurring daily there is mounting
responsibility in how an individual delivers information and what they do with the information
received. The leaders of this technology movement are a generation of children that text instead
of writing letters or Skype instead of making a phone call. Is there an elective class on the proper
use of technology? Did students go through training for appropriate technology use prior to
Parents and teachers mistakenly think that children know how to appropriately and
safely use technology even without any direct instruction on technology. Technology is a
wonderful resource used for information gathering and communication, but as with anything,
there are inherent risks with the rewards that students must be educated about. A growing need
with the onslaught of technology in schools is for students to learn Digital Citizenship. Digital
Citizenship is defined as the norms of appropriate, responsible technology use (Ribble, 2014).
Learning how to be digital citizens is a fundamental component of the correct and safe use of
Communication channels
Principal Spring, as the guiding leader, has gathered a technology committee to research
and develop an innovation related to digital citizenship. The committee has access to Common
Sense Medias Digital Literacy lessons and interactive website, but they feel that this innovation
BREAKOUT EDU 4
will not take off with the high school students. Some of the committee members recalled
attending a training on educational escape rooms and the librarian has found Breakout EDU on
her notes. This decision making unit will pass through the communication channels by gaining
knowledge of an innovation. Once the committee selects the ideas of the innovation they will
pass through the persuasion channel to form a desired attitude about the innovation, then they
will make a decision to adopt or reject the innovation. Implementing the newly adopted idea will
take up the majority of the technology committees resources. The final communication channel
will be to confirmation the innovation by continuing its use or discontinuing its use depending on
Knowledge - The committee does not really know about the innovation other than what
the campus librarian is sharing, but they all listen receptively as she speaks.
Persuasion - Several of the members in the social system begin searching for videos on
Decision - The ELA department needs additional persuasion because they feel it is too
much time to invest into a game approach for such a serious matter. The principal makes
a collective decision and decides to adopt the innovation and move the innovation
forward.
the Nine Elements of Digital Citizenship they find that the innovation can be customized
for many content areas. In fact, the ELA department has found ready made digital
through the elective courses as to not interrupt the core testing areas. They agree that ime
Time
In September the technology committee will meet with each content area department
leader to explain the innovation that will address digital citizenship and answer any questions.
Over the next few weeks, the innovation will be tested with a small group of students to help
bring to light any issues in the logistics of the innovation and whether any functionality changes
need to be made to reach the desired outcome. In October after the student pilot a professional
development training will be held with department leaders so the innovation can be understood
In late October at the next content area meeting, department leaders will introduce their
content area teachers to the innovation and why it needs to be delivered to students. Teachers
will also interact with the innovation to get a thorough understanding of its elements. All
teachers will include the adopted innovation in their November lesson plans. Every month
students will play Breakout EDU so they learn all nine themes of Digital Citizenship by May.
Social system
Escape High school is part of a district that prides itself on being technologically
advanced. Teachers attend extensive professional development trainings on the latest technology
to surface with expectations of integration into the curriculum. Communication with students and
parents is done via email, texts, and phone messaging. Students are expected to present content
lessons on videos. Students communicate with classmates on homework and submit group
projects electronically.
Every student is issued a laptop at the beginning of the year. Students and parents are
required to sign a technology code of conduct procedural guide prior to the issuance of the
laptops. That is the only technology education supplied to the student, which is simply a list of
what to do and not what to do. There is no direct instruction by teachers telling them and
showing them what appropriate, safe use of technology looks like so they would be considered
good digital citizens. An innovation on Digital Citizenship will address the need for students to
Need
The need for teacher and student awareness about proper technological use piqued the
interest of the technology committee at Escape High school. There were unfortunate events with
disparaging comments made online to a student and inappropriate pictures circulating on social
media after a weekend party. Teachers used Twitter to express their political thoughts leading to
divisiveness among the staff. The technology committee noticed that technology misuse became
a recurring problem that needed a solution to limit campus distractions, so the focus was on
education.
Digital Citizenship encompasses broad possibilities of varying factors that students need
The innovation will need to address the nine critical themes that relate to digital citizenship
Students will learn and work directly with each theme to ensure they are digital citizens who are
BREAKOUT EDU 7
engaging positively and productively while in school and upon graduation when they face
Breakout EDU offers educators the ability to let students learn through collaboration,
critical thinking, creativity, and communication in a game format. This interactive game allows
students to use teamwork and critical thinking to solve a series of puzzles to open a locked box.
Principal Spring at Escape High school, with the careful direction of the technology committee,
decided to diffuse Breakout EDU as an innovation onto their campus to address the growing
The committee has decided that the primary goal of the Breakout EDU Digital
Citizenship innovation is to search for pre-developed content in order to save time and staff
resources. In doing their research, the committee has found that the Breakout EDU website offers
ready to use content that is free of charge and is created by educators from all content areas and
grade levels. After several weeks of researching they have found that the ready to use content
does not completely align with the high school needs or with Ribbles Nine Elements of Digital
Citizenship which are critical components. The technology committee has collectively decided to
create their own games by following a customized outline for the game development.
The development of the nine Breakout Edu games will incorporate pop culture, puzzles,
an infrared light that will reveal clues written with invisible ink, a digital lock app to prevent
missing or broken locks, many types of fun props to wear and special guests to solidify the
content the students are learning. The committee decides to distribute the game development
process into three major areas. The principal will take charge in making contact with nine special
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guests. One of the special guests for the Digital Citizenship element of Digital Law will be a
campus police officer or government agent who will speak on the reality of how the government
is legally required to store inappropriate images that are taken and distributed by minors.
Currently, students are not informed of the logistics or legal implications until it is too late. A
college recruiter will be another special guest and will speak on how recruiters rely on social
The instructional technology (IT) staff will ensure that the websites needed for the game
deployment will not be blocked and that the apps the teachers and students will use are
purchased and ready to download at least two weeks prior to the implementation of the games.
The IT staff will test out each of the games using a pilot student account and notify the rest of the
BREAKOUT EDU 9
committee if any problems arise. The remaining staff which consists of the English and
Language Arts (ELA) department, campus librarian, Speech teacher and Career/Technology
Commercialization
Breakout EDU currently has several options for implementation in numerous settings. A
kit ($89) can be ordered through their website which offers purchase order, credit card, and
international shipping options. During the initial research of the innovation, the technology
committee found that numerous educators complained about the locks not working. The kits they
received were made from sturdy materials, but the locks were confusing for students to use and
Diagram 2 - 4 Steps
BREAKOUT EDU 10
The greater success was found in using a smart device and downloading the Locks by
Breakout EDU app for $1.99. Breakout EDU offers a template and instructions to make personal
breakout boxes. The Career and Technology teacher offers a suggestion that the Future Farmers
of America club might be able to build the boxes. A quick Pinterest search has also revealed
many affordable alternatives by using repurposed utility boxes and a lock with a key. The
committee has decided to do a combination of using the digital locks app and customized boxes.
They will use a regular key lock which the guest speaker will provide after the students guess the
The technology committee, with Principal Spring as the guiding leader, will diffuse
Breakout EDU Digital Citizenship on the campus. Opinion leaders, power actors, and change
agents will be the teachers that lead each Breakout EDU game with their classes. The intended
audience is any student on the campus because if they use technology, then they must be aware
of all the themes related to digital citizenship. Breakout EDU allows for students to work as one
whole class group or in small groups at the teachers discretion. Students will also watch video
There are several resulting consequences that the technology committee looks forward to
seeing as the innovation is adopted by teachers. The most immediate consequence is a seeing a
decrease in the number of students who are using social communication inappropriately. Another
is an increase in positive and educational engagement among the staff who use social media. The
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committee agrees that the most important consequence is that the innovation provides an overall
knowing that everyone in society should have full electronic participation including students that
may have disabilities (Ribble, 2015). Various accommodations and modifications can be made
for physically disabled or learning disabled students to participate with technology like their
peers. Students need to be knowledgeable about the Digital Commerce theme so they can take
the necessary steps to protect their information if they are ever buying and selling items online.
Students often purchase music and books online which requires payment information and
students must ensure the devices they are using for purchases are safe from identity theft.
There are many ways to communicate today, so with the Digital Communication theme
students learn what method of communication is appropriate for the information they want to
deliver (Ribble, 2015). Students will learn that sending an email may be more appropriate than
sending a text message, for example. Just as students are taught reading literacy, they also need
Digital Literacy instruction by teachers to help them navigate how to use technology.
Assumptions are made that students know when to use technology and how to use it
appropriately, but the Digital Etiquette theme will help enable students to be knowledgeable
about electronic standards of conduct (Ribble, 2015). Digital Law explains to students the
dangers of downloading or copying material without permission. Plagiarism, copyright law, and
fair use law will explain what is and is not allowed to protect students legally.
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Students can get caught up in situations that warrant adult intervention, so they will
learn when to reach out for help with Digital Rights and Responsibilities (Ribble, 2015).
Addictive use of games, the internet, and other technology has become a growing problem, but
Digital Health and Wellness theme will help keep students physically and psychologically safe.
The final theme is Digital Security, which stresses the importance of protecting programs from
viruses and how filters work to protect students from seeing inappropriate material. These
precautions are important and need to be often checked to guarantee student safety in a digital
environment.
The social system at Escape High School is divided into two groups. One is the
educational staff which included the technology committee and the other is the student body who
will be piloting the innovation. The desired innovation decision process for these pilot students
Knowledge - The students may have heard of escape rooms but they do not really know
about the Breakout EDU innovation. Their interest may be awakened as they listen to the
Persuasion - As the students interact with the Breakout EDU innovation they will notice
an increase in communication with their peers and also notice each others strengths and
weaknesses.
Decision - The technology committee is confident that the pilot group will provide honest
Implementation - The pilot group of students will be informed that their feedback is
to the pilot group of students so that they can begin sharing their experience with their
peers.
areas the confirmation of its continued use or continued rejection will become evident.
The technology team would establish a strict timeline for diffusion. Within that timeline,
there would be staff developments to attend. One of the staff development sessions could include
the teachers participating in a Breakout EDU session. The session will allow the presenters to
model what will be expected of the teachers and the students. Another session could focus on
reflection. The teachers will come together and discuss what went well and what didnt so that
the innovation can be reinvented to fit the needs of the campus. Another strategy to diffuse the
innovation would be to use social media. As teachers implement Breakout EDU in their
classrooms, videos can be posted on the campus Facebook or Twitter accounts or even the
districts social media accounts. However, in accordance with the project, all guidelines need to
be followed in regards to student privacy, to follow the themes of digital citizenship. Another
strategy can be to get feedback from the students. If the students are enjoying the innovation and
learning and the desired outcomes are taking place, value can be placed on the innovation.
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According to Rogers (2003), a change agent is one that influences the decisions of
innovations. The goal of the change agent is to affect the clients adoption of the innovation
positively. There is a sequence of seven steps that the change agent goes through to influence
the adoption. In regards to the Breakout EDU innovation, the principal is the main change agent.
The principal will go through each of the seven steps of the role of the change agent. The first
step of the role of the change agent is to develop a need for change. The principal will address
some of the issues facing students today in regards to their exposure and usage of the Internet.
Some of the issues include but are not limited to, cyberbullying, plagiarism, the students
inability to effectively explore and discern credible information. Through the technology team,
the teachers will be empowered to embrace Breakout EDU to help students learn to use
technology appropriately.
The second step in the sequence of the role of the change agent is to establish an
information exchange relationship. For the teachers to accept the innovation, the change agent
(principal) needs to have a personal relationship with the teachers. The teachers must feel the
principal has their best interests as well as the students best interests in mind. The change agent
will have the technology team work with department heads. The department heads will then
train the teachers. The department heads and technology team will be available for additional
The third step in the sequence of the role of the change agent is to diagnose problems.
The main problem to diagnose is that there is no program currently in place to address
citizenship at the school. Students are accessing inappropriate sites and struggling with using the
BREAKOUT EDU 15
Internet appropriately. As a result of the students struggling with the appropriate use of the
Internet, teachers lose valuable instructional time and become frustrated with use technology
integration.
Creating an intent to change in the client is the fourth step in the sequence of the role of
the change agent. The change agent has investigated the innovation of teaching digital
citizenship through Breakout EDU. Breakout EDU allows the participants to get up and move
around the room to locate clues to help unlock a mystery box. The students must use critical
thinking skills to solve the puzzles or riddles, but while the students are using these skills, they
are also developing collaboration skills to solve the puzzles or riddles. These are all skills that
The next step in the sequence of the role of the change agent is to translate an intent into
action. The technology team would have the group of teachers complete a Breakout EDU game
to allow the teachers to experience what students will experience. At this point, the technology
team would train the department heads. The department heads are peers to the teachers. The
relationship between the department heads and their teachers is paramount during this step. As
opinion leaders, the department would also be implementing the innovation. To help stabilize
the adoption and prevent discontinuance, the change agent will provide continual support from
the technology team and the department head. Additional training will be provided as needed. A
terminal relationship will be developed when teachers take ownership of the innovation and
incorporate Breakout EDU into their lessons on their own. The terminal relationship will be
evident also when the teachers use Breakout EDU in other areas of their lessons outside of digital
citizenship.
BREAKOUT EDU 16
a delicate balance when using opinion leaders. The change agent does not want to overuse the
opinion leaders so that they lose credibility with the other members of the organization. Once
the opinion leaders have adopted the innovation, it will spread to the other members.
Department heads are considered leaders in their school. They have demonstrated the skills
necessary to lead and communicate with the members of their department effectively.
Department heads work in close cooperation with the building principal and conveys the
principals directives and messages. In the case of Breakout EDU, the department heads, along
with the technology team, will bring the innovation to the teachers. The department heads will
implement the innovation alongside their fellow teachers. This will give them the credibility of
There are many possible consequences of adopting the innovation of Breakout EDU for
the teaching of digital citizenship to high school students. An anticipated consequence would be
that students learn the nine elements of digital citizenship. Another anticipated consequence
would be that teachers begin to feel more competent in their technology skills. It would be
considered desirable that students be able to use a gaming platform to learn essential skills such
as digital citizenship. It would also be desirable for students to be able to create Breakout EDU
games for other students, possibly other grade levels. A direct consequence of diffusion the
innovation would be that students become responsible digital citizens and that teachers learn
BREAKOUT EDU 17
more about the nine elements of digital citizenship. Many of the undesirable or indirect
consequences would be a result of students or teachers that do not participate in the diffusion of
the innovation.
According to The Theory of Perceived Attributes (Rogers, 1995), he states that potential
adopters judge an innovation based on their perceptions in regard to five attributes of the
innovation. Thus the overall positive and/or negative effects would rely on the attributes of
trialability, observability, relative advantage, complexity, and compatibility. Applying this theory
to the Breakout EDU Digital Citizenship innovation would provide positive results because the
innovation can be tested and tried before adoption to ensure that it offers observable results. The
observable results being that students gain awareness and understanding of the Nine Elements of
Digital Citizenship.
This innovation does have a relative advantage to other innovations in the sense that it
innovations offer solutions where students navigate through modules and answer questions. The
innovation is not overly complex but offers students the opportunity to develop grit. If at any
point they feel like giving up they have two hint cards in which the teacher can provide hints to
guide them along. The overall negative effects are that students might not break out of the game
the first time around causing frustration. This negative effect essentially provides a positive
lesson that teaches students to not give up at the first instance of failure.
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References
https://www.fractuslearning.com/2014/09/09/digital-citizenship-poster/
Ribble, M. (2015). Digital citizenship in schools: nine elements all students should know.
Rogers, Everett M. (2003). Diffusion of Innovations (5th ed.). New York: Free Press.
Rogers, E. M. (1995). Diffusion of innovations (4th ed.). New York: The Free Press.
Surry, D. W., & Farquhar, J. D. (1997). Diffusion theory and instructional technology. Journal of