As part of the DreamMatch project, learners and educators from Lithuania, Latvia, Romania and Turkey worked together to develop innovative Career Escape Room activities.
These resources help vocational education and training learners explore their strengths, interests, values and career opportunities through teamwork, problem-solving, decision-making and reflection.
The materials can be used by teachers, vocational trainers, career guidance specialists and youth workers in classrooms, workshops and non-formal learning activities.
This booklet presents three complete Career Escape Room games developed within the DreamMatch project:
The Lost Compass – focusing on skills awareness and self-discovery;
The Talent Vault – focusing on personal values and strengths;
The Career Crossroads – focusing on career decision-making.
The booklet includes game storylines, learning objectives, step-by-step instructions, puzzle descriptions, required materials, facilitation guidance and reflection questions.
The games are designed primarily for VET learners aged 14–23 and can be implemented in classrooms, workshops, career guidance sessions and non-formal learning activities.
This ready-to-print pack contains all the worksheets, cards, puzzles, answer sheets, certificates and reflection materials needed to organize the three DreamMatch Career Escape Room games.
The pack accompanies the Facilitator’s Booklet and provides practical materials for:
Game 1 – The Lost Compass;
Game 2 – The Talent Vault;
Game 3 – The Career Crossroads.
Facilitators can print, cut and prepare the materials according to the instructions provided in the pack. The resources may also be translated or adapted to suit learners’ age, language level and educational context.
During the international DreamMatch learning activity held in Iznik, Turkey, learners from Lithuania, Latvia, Romania and Turkey worked in international teams to create their own Career Escape Room concepts.
The scenarios presented below demonstrate the learners’ creativity, teamwork, communication and understanding of career guidance. They are shared as project development results and sources of inspiration.
As learner-created prototypes, the scenarios may be adapted and further developed by teachers, trainers and career guidance professionals before practical implementation.
Room of Opportunities is a learner-created Career Escape Room scenario designed for participants aged 16–22.
Participants complete three interconnected challenges focusing on career exploration, decision-making and teamwork. By solving puzzles, discussing different career-related choices and sharing information, learners identify their strengths, consider their personal priorities and practise effective communication.
The scenario encourages participants to develop a clearer and more confident understanding of their future career path.
The Future Centre is a learner-created Career Escape Room concept designed for participants aged 14–18.
Learners enter a fictional centre where different rooms represent three professional fields: healthcare, journalism and culinary arts. In each room, participants complete profession-related challenges that test observation, logical thinking, information analysis, creativity and teamwork.
By completing all the challenges and combining the collected clues, learners symbolically unlock their future career path and reflect on the skills required in different professions.
See It, Want It, Get It! is a learner-created Career Escape Room scenario designed for participants aged 16–23.
Through word games, career-matching activities and puzzles, participants explore different professions, reflect on their interests and consider the personal qualities needed when making career decisions.
The scenario promotes teamwork, communication, creative thinking, confidence and greater awareness of individual strengths and career aspirations.
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