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    Quest to Learn

    Developing the School for Digital Kids

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    Author(s)
    Salen Tekinbaş, Katie
    Torres, Robert
    Wolozin, Loretta
    Rufo-Tepper, Rebecca
    Shapiro, Arana
    Language
    English
    Show full item record
    Abstract
    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.
    URI
    http://library.oapen.org/handle/20.500.12657/26068
    Keywords
    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
    ISBN
    9780262515658
    OCN
    1100490104
    Publisher
    The MIT Press
    Publisher website
    https://mitpress.mit.edu/
    Publication date and place
    Cambridge, 2010
    Classification
    Institutions and learned societies: general
    Educational strategies and policy
    Computer games / online games: strategy guides
    Pages
    164
    Public remark
    21-7-2020 - No DOI registered in CrossRef for ISBN 9780262294171
    Rights
    http://creativecommons.org/licenses/by-nc-nd/4.0
    • Imported or submitted locally

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    License

    • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

    Credits

    • logo EU
    • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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