Goosechase is a digital tool and app for creating multimodal scavenger hunts. Using Goosechase, students can take photos or videos of scavenger hunt items, solve riddles and word puzzles, and tag themselves at a GPS location, such as a historical monument. Students are able to compete either individually or in teams in order to earn points for different missions they complete. They can also see a live leaderboard, which adds a competitive component to the activity. Scavenger Hunts can be an active way to engage students in exploring content, especially on field trips. Scavenger hunts allow students to find information for themselves, work in teams, and enjoy an authentic learning experience. That being said, because of privacy concerns and the use of GPS data, we recommend using Goosechase only if you have students over the age of 13.
|Educator Basic: Free; Educator Plus: $99 per educator/year; Educator Premium: $299 per educator/year; School and District Licenses
|Behaviorism & Social Learning
|Ease of Use
|Depends on payment plan
|Yes for organizers; Optional for participants
|Knowledge Constructor & Empowered Learner
|No COPPA/FERPA policy found. Check with your school IT administrator.
Dr. Ruben Puentedura’s SAMR model offers a lens for examining how technology is adopted in a classroom. As you strive to incorporate online tools into your classroom, we encourage you to use this model as an analytic tool.
Here is an example of how Goosechase might fit within the SAMR model:
Far too often, technology is used as a direct substitute for other low-tech tools (e.g., pencil and paper). While substitution has some benefits (e.g., students develop their technical skills and knowledge), we encourage you to think about how you might use Goosechase to modify or redefine learning.
Explore a building (school, museum, subway, etc…) and take pictures of geometric shapes used in the design and construction of the building.
Take a field trip to a museum, zoo, or aquarium and have students create videos explaining different exhibits. For example, students could create a short video at the Giraffe exhibit using information from class, zoo staff, and zoo signs.
Students use Goosechase to find books in the library using the Dewey Decimal System.
Students create a scavenger hunt to teach their families/peers/community about the history of their town or city.
Kim, D.W., & Yao, J. (2010). A Treasure Hunt Model for Inquiry-Based Learning in the Development of a Web-based Learning Support System. J. UCS, 16, 1853-1881.
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112.
This content is provided to you freely by EdTech Books.
Access it online or download it at https://edtechbooks.org/onlinetools/goosechase.