Drop Anywhere Labs
Learning Undefeated’s award-winning Drop Anywhere Labs are immersive learning theaters that travel directly to the school parking lot, introducing students to STEM concepts and careers through gameplay. Inside each shipping-container style lab, students experiment with augmented reality, touchscreen walls, and Hollywood-style light and sound while engaging with the practices of STEM.
Each Drop Anywhere Lab features a menu of custom-designed Breakout Box games, on topics including life sciences and environmental engineering. Breakout Box experiences range from 20-30 minutes and are designed to integrate easily into the school day.
The Drop Anywhere Lab student experience uses game-based learning to teach new content and continues the learning in the classroom with extension activities that allow students to continue exploring the topic and related content through hands-on laboratory investigations. This program is composed of two parts:
- An onboard student game experience
- Classroom resources and curriculum for teacher use
The Drop Anywhere Lab Experience
Learning Undefeated’s onboard game experiences* take place inside the shipping container and use immersive reality, light, sound, touchscreen walls, and interactive gameplay to build understanding of relevant classroom concepts. Learning Undefeated currently offers three experiences as part of this program.
2024 – 2025 School Year (Mid-Atlantic Region)
Breakout Box: Body Systems Mission (Grades 6-8)
Students enter a mysteriously abandoned and shut down remote Drop Anywhere Lab and they will need to work together to solve the puzzles left behind guarding our missing research!
The Breakout Box: Body Systems Mission takes middle school students on an immersive adventure using computational thinking and the practices of science and engineering to crack a series of puzzles to restore lost data in the abandoned Drop Anywhere Lab. Through progressive gameplay, students work as a team to analyze and interpret data in a cardiovascular simulation, selecting food, exercise, and insulin options to manipulate blood glucose concentration in diabetic and non-diabetic patients over time. Students also analyze and interpret data as they learn about concentration using plasma vials, interpreting graphs, and supporting a claim with reasoning and evidence.
Classroom Extension: Where Did the Sugar Go?
This classroom activity focuses on how different body systems regulate sugar and the effect diabetes can have on these processes. Focus is on the interaction of the digestive, endocrine, muscular, and circulatory systems. Available as a loaner lab or taught by Learning Undefeated staff prior to lab experience. Learn more about the activity here.
- Onboard Game Capacity: up to 12 participants
- Recommended Grade Levels: 6-8
- Experience Runtime: 25 minutes
- Classroom capacity: Up to 36 participants
- Classroom Runtime: 45-60 minutes
Breakout Box: Environmental Mission (Grades 7-12)
Students enter the Port of Corpus Christi’s intern headquarters where they will need to work together to solve puzzles using a project file that was left behind by their supervisor. Can they plan the project and meet their deadline in time? Time starts as soon as they arrive.
The Port of Corpus Christi’s Environmental Mission takes students on an immersive adventure using computational thinking and the practices of science and engineering to crack a series of puzzles to help the Environmental Team decide on mitigations for a new client site. From the moment they step inside this custom-built 22-foot shipping container, students experiment with augmented reality, game-based learning, and touchscreen walls, building their critical thinking, collaboration, and problem-solving skills.
Through progressive gameplay, students will focus on measures to protect wildlife in the area, diminish nuisances for residents, and reduce emissions. Participants will explore the different mitigation strategies for each and assess the strategy’s ability to meet the goal while also meeting certain criteria (cost, species population, and emissions). Puzzles include a planning simulation, and selecting from different materials, seasons, and environmental mitigation options to evaluate the effectiveness of the plan to meet the goals provided. Students also analyze and interpret data as they learn about emissions using graphs and migration patterns using augmented reality.
- Student Capacity: Up to 12 participants
- Recommended Grade Levels: 8-12, Advanced 7th grade
- Experience Runtime: 25 minutes
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