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Quest to Learn: Developing the School for Digital Kids (The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning)

by Katie Salen, Rebecca Rufo-Tepper, Arana Shapiro, Robert Torres, Loretta Wolozin

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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.… (more)
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Game designers traffic in the space of possibility. They design systems that define rules and thus give rise both to play and to a sense that anything is possible. As a game designer, I believe in the value of such spaces. The design of Quest to Learn thus began with an inquiry into the idea of possibility. What, for example, my team asked, might be made possible for kids if we found a way to conceive of school as just one kind of learning space within a network of learning spaces that spans in school, out of school, local and global, physical and digital, teacher led and peer driven, individual and collaborative? What might bemade possible for teachers if their creativity around how to engage kids were deeply valued and they were supported with resources—such as collaborating with game designers—to really understand what engagement around learning
can look like? Download: http://dmlcentral.net/sites/dmlcentral/files/resource_files/Quest_to_LearnMacfou...
  IMEC | Mar 4, 2014 |
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Author nameRoleType of authorWork?Status
Katie Salenprimary authorall editionscalculated
Rufo-Tepper, Rebeccamain authorall editionsconfirmed
Shapiro, Aranamain authorall editionsconfirmed
Torres, Robertmain authorall editionsconfirmed
Wolozin, Lorettamain authorall editionsconfirmed
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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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