Printable Escape Room Bundle: Reading, Music, Coding And Science For Grades 2 To 6
Four complete printable escape room games beyond math class: reading, music, coding without computers, and the solar system. Each is a game you print at home or school and play on paper, for a classroom (4 to 6 crews) or for 1 to 6 children at home, in a library or a club. They are not worksheet packs: crews move between six stations, solve the jobs and open one last lock together.
The Four Games
- The Bookmobile Mix-Up, Grades 2-3 (reading): the bumpy road mixed up the library on wheels. Six reading jobs (such as sequencing, main idea and context clues) give six shelf words, and the Shelf Finder turns them into the word that opens the Story Chest.
- The Mixed-Up Music Box, Grades 3-5 (music reading): the tune is mixed up before the Lakeside Concert. Two Music Basics pages teach the notation first; six music jobs give six pin words, and the Pin Roll opens the lid. An instrument is optional.
- Recycling Robot Reboot, Grades 3-5 (coding unplugged): the sorting robot froze. Crews run six jobs like coders (sequences, loops, if-then rules), the six numbers must match the robot's checksum, and a decision-tree program gives the wake-up word. No computers needed.
- Comet Watch Countdown, Grades 4-6 (solar system science): the Star Dome is locked on comet night. Six science jobs (such as a scale planet walk) give six sky numbers; every right number is a star inside the comet's tail on the Comet Chart, and the stars' letters open the dome.
Both levels in each kit give the SAME answer, so mixed classes play side by side and you check everyone with one key.
Every Kit Has
- Teacher pages: what to print (with sheet counts), a room plan, timing plans (65 or 80 minutes, or two shorter lessons), a step-by-step script that also works without a projector
- Skills with standards codes: Common Core ELA (Bookmobile), National Core Arts Standards for music (Music Box), CSTA computer science and Common Core math (Robot), NGSS science links and Common Core math (Comet). A planning guide, not endorsed by the standards' authors
- Crew pages, badges and job cards, 3-step hint cards for every puzzle, certificates
- Full answer keys with solved pictures, and math pyramid puzzles woven into each subject
- A free bonus folder (opens from a QR code in the kit) with extra puzzles and ink-saver pages
WHAT YOU GET (instant download, 4 ZIP files)
Open each ZIP to find that kit's four PDF files:
- Full kit, US Letter (36 to 39 pages)
- Full kit, A4
- Projector slides, 16:9 (12 slides)
- Tablet edition with tap-to-jump hint and answer buttons (classroom play needs the printed cards)
Bonus folders open from a QR code inside each kit; they are not extra files in the ZIPs.
You Will Need
Printer (color looks best), paper, pencils, a clock and tape for the signs; scrap paper for the Robot and Comet games, a ruler helps at one Comet station, and an instrument is optional for the Music Box. These are paper games: no locks, boxes or devices. Allow 30 to 40 minutes to print and set up each game the first time.
Bundle Value
Bought one by one: $34.96. Bundle price: $22.99. You save $11.97.
Good To Know
- Digital download only: nothing is shipped.
- Print at 100% (actual size), single-sided.
- Play times are plans, not promises: classes differ. Hints keep every crew moving.
- Not tested with a class: each game was solved and set up from the printed pages alone by separate AI test sessions, and their notes were acted on.
- Each game is also sold on its own in the store.
License
For one teacher's own classes, or one family or club. Print as many copies as you need for your own students. No resale, sharing, uploading or claiming as your own; no AI training.
Digital download, nothing is shipped. Because files can be copied at once, we cannot take them back after download; if something is wrong with your file, write to us and we will fix or refund it.