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Hauptverfasser: Salen, Katie, Torres, Robert, Wolozin, Loretta, Rufo-Tepper, Rebecca, Shapiro, Arana
Format: Recurso educativo Open Access
Sprache:en
Veröffentlicht: 2011
Schlagworte:
Online-Zugang:https://eric.ed.gov/?id=ED524568
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author Salen, Katie
Torres, Robert
Wolozin, Loretta
Rufo-Tepper, Rebecca
Shapiro, Arana
author_facet Salen, Katie
Torres, Robert
Wolozin, Loretta
Rufo-Tepper, Rebecca
Shapiro, Arana
Salen, Katie
Torres, Robert
Wolozin, Loretta
Rufo-Tepper, Rebecca
Shapiro, Arana
collection Education Resources Information Center
contents Quest to Learn: Developing the School for Digital Kids Salen, Katie Torres, Robert Wolozin, Loretta Rufo-Tepper, Rebecca Shapiro, Arana Video Technology Research and Development Games Educational Innovation Curriculum Development Inquiry Mathematics Map Skills Atlases Maps Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned--among other things--to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks. The table of contents provides: Series Foreword; Ten Core Practices Defining Quest to Learn; Background; Mission; The Quest to Learn Community; Game-Based Learning and Knowing; Curriculum and Instruction; Curriculum Structure; Key Characteristics; Sample Discovery Mission and Quests; and School Design Team. Also included are a glossary, and references.
format Recurso educativo Open Access
id eric_ED524568
institution ERIC Institute of Education Sciences
language en
publishDate 2011
record_format eric
spellingShingle Quest to Learn: Developing the School for Digital Kids
Salen, Katie
Torres, Robert
Wolozin, Loretta
Rufo-Tepper, Rebecca
Shapiro, Arana
Video Technology
Research and Development
Games
Educational Innovation
Curriculum Development
Inquiry
Mathematics
Map Skills
Atlases
Maps
Quest to Learn: Developing the School for Digital Kids Salen, Katie Torres, Robert Wolozin, Loretta Rufo-Tepper, Rebecca Shapiro, Arana Video Technology Research and Development Games Educational Innovation Curriculum Development Inquiry Mathematics Map Skills Atlases Maps Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned--among other things--to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks. The table of contents provides: Series Foreword; Ten Core Practices Defining Quest to Learn; Background; Mission; The Quest to Learn Community; Game-Based Learning and Knowing; Curriculum and Instruction; Curriculum Structure; Key Characteristics; Sample Discovery Mission and Quests; and School Design Team. Also included are a glossary, and references.
title Quest to Learn: Developing the School for Digital Kids
topic Video Technology
Research and Development
Games
Educational Innovation
Curriculum Development
Inquiry
Mathematics
Map Skills
Atlases
Maps
url https://eric.ed.gov/?id=ED524568