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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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