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oapen-20.500.12657-260682021-11-10T08:09:52Z Quest to Learn Salen Tekinbaş, Katie Torres, Robert Wolozin, Loretta Rufo-Tepper, Rebecca Shapiro, Arana innovation education innovation hands on learning educational games learning games primary education primary school secondary education secondary school middle school high school alternative schooling game-based learning game-based teaching alternative education public schools New York schools New York City schools NYC schools Q2L curriculum map budget creative schools games and learning bic Book Industry Communication::G Reference, information & interdisciplinary subjects::GT Interdisciplinary studies::GTN Institutions & learned societies: general bic Book Industry Communication::J Society & social sciences::JN Education::JNF Educational strategies & policy bic Book Industry Communication::U Computing & information technology::UD Digital lifestyle::UDX Computer games / online games: strategy guides The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. 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. 2019-01-21 11:53:52 2020-04-01T10:58:38Z 2020-04-01T10:58:38Z 2010 book 1004017 OCN: 1100490104 9780262515658 http://library.oapen.org/handle/20.500.12657/26068 eng application/pdf n/a 1004017.pdf The MIT Press f49dea23-efb1-407d-8ac0-6ed2b5cb4b74 9780262515658 164 Cambridge open access
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The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. 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.
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