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dc.contributor.authorSalen Tekinbaş, Katie
dc.contributor.authorTorres, Robert
dc.contributor.authorWolozin, Loretta
dc.contributor.authorRufo-Tepper, Rebecca
dc.contributor.authorShapiro, Arana
dc.date.accessioned2019-01-21 11:53:52
dc.date.accessioned2020-04-01T10:58:38Z
dc.date.available2020-04-01T10:58:38Z
dc.date.issued2010
dc.identifier1004017
dc.identifierOCN: 1100490104en_US
dc.identifier.urihttp://library.oapen.org/handle/20.500.12657/26068
dc.description.abstractThe 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.
dc.languageEnglish
dc.subject.classificationthema EDItEUR::G Reference, Information and Interdisciplinary subjects::GT Interdisciplinary studies::GTV Institutions and learned societies: generalen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JN Education::JNF Educational strategies and policyen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guidesen_US
dc.subject.otherinnovation
dc.subject.othereducation innovation
dc.subject.otherhands on learning
dc.subject.othereducational games
dc.subject.otherlearning games
dc.subject.otherprimary education
dc.subject.otherprimary school
dc.subject.othersecondary education
dc.subject.othersecondary school
dc.subject.othermiddle school
dc.subject.otherhigh school
dc.subject.otheralternative schooling
dc.subject.othergame-based learning
dc.subject.othergame-based teaching
dc.subject.otheralternative education
dc.subject.otherpublic schools
dc.subject.otherNew York schools
dc.subject.otherNew York City schools
dc.subject.otherNYC schools
dc.subject.otherQ2L
dc.subject.othercurriculum map
dc.subject.otherbudget
dc.subject.othercreative schools
dc.subject.othergames and learning
dc.titleQuest to Learn
dc.title.alternativeDeveloping the School for Digital Kids
dc.typebook
oapen.relation.isPublishedByf49dea23-efb1-407d-8ac0-6ed2b5cb4b74
oapen.relation.isbn9780262515658
oapen.pages164
oapen.place.publicationCambridge
oapen.remark.public21-7-2020 - No DOI registered in CrossRef for ISBN 9780262294171
oapen.identifier.ocn1100490104


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