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Quest to Learn: Developing the School for Digital Kids

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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 forcurriculum and learning. The designers of Quest to Learn developed an approach tolearning that draws from what games do best: drop kids into inquiry-based, complexproblem spaces that are built to help players understan 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 forcurriculum and learning. The designers of Quest to Learn developed an approach tolearning that draws from what games do best: drop kids into inquiry-based, complexproblem spaces that are built to help players understand how they are doing, whatthey need to work on, and where to go next. Content is not treated as dryinformation but as a living resource; students are encouraged to interact with thelarger world in ways that feel relevant, exciting, and empowering. Quest to Learnopened in the fall of 2009 with 76 sixth graders. In their first semester, thesestudents learned -- among other things -- to convert fractions into decimals inorder to break a piece of code found in a library book; to use atlases and read mapsto create a location guide for a reality television series; and to create videotutorials for a hapless group of fictional inventors. This research and developmentdocument outlines the learning framework for the school, making the original designavailable to others in the field. Elements in development include a detailedcurriculum map, a budget, and samples of student and teacher handbooks.


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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 forcurriculum and learning. The designers of Quest to Learn developed an approach tolearning that draws from what games do best: drop kids into inquiry-based, complexproblem spaces that are built to help players understan 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 forcurriculum and learning. The designers of Quest to Learn developed an approach tolearning that draws from what games do best: drop kids into inquiry-based, complexproblem spaces that are built to help players understand how they are doing, whatthey need to work on, and where to go next. Content is not treated as dryinformation but as a living resource; students are encouraged to interact with thelarger world in ways that feel relevant, exciting, and empowering. Quest to Learnopened in the fall of 2009 with 76 sixth graders. In their first semester, thesestudents learned -- among other things -- to convert fractions into decimals inorder to break a piece of code found in a library book; to use atlases and read mapsto create a location guide for a reality television series; and to create videotutorials for a hapless group of fictional inventors. This research and developmentdocument outlines the learning framework for the school, making the original designavailable to others in the field. Elements in development include a detailedcurriculum map, a budget, and samples of student and teacher handbooks.

46 review for Quest to Learn: Developing the School for Digital Kids

  1. 4 out of 5

    Rafael Magalhães

    Uma excelente proposta de planejamento de experiências de aprendizagem. A proposta é tão completa em sua descrição e intenção, tão cheia de planejamento e perspectivas, tão atenciosa à necessidade e respeito individual que chego a duvidar da sua replicabilidade (conceitual) no desenvolvimento educacional/cultural de nossa sociedade. Não tenho dúvidas que trata-se de um dos melhores "modelos" expostos de abordagem educacional. Os conceitos de letramento tecnológico/digital, formação sistêmica e p Uma excelente proposta de planejamento de experiências de aprendizagem. A proposta é tão completa em sua descrição e intenção, tão cheia de planejamento e perspectivas, tão atenciosa à necessidade e respeito individual que chego a duvidar da sua replicabilidade (conceitual) no desenvolvimento educacional/cultural de nossa sociedade. Não tenho dúvidas que trata-se de um dos melhores "modelos" expostos de abordagem educacional. Os conceitos de letramento tecnológico/digital, formação sistêmica e princípios de games são a base desta proposta. A leitura é fundamental para quem pensa em inovar na prática pedagógica e de planejamento.

  2. 5 out of 5

    Rebecca

    This book does an amazing job of laying out the theories and processes behind Quest2Learn.

  3. 4 out of 5

    Mary

  4. 5 out of 5

    Jacinto Bowks

  5. 5 out of 5

    Grace O'Keeffe

  6. 5 out of 5

    Belal

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    Jason Soles

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    Bill Brydon

  9. 5 out of 5

    Samia

  10. 5 out of 5

    HADJCHERIF Youcef

  11. 4 out of 5

    BUBBLES

  12. 5 out of 5

    Fernando Loaiza

  13. 5 out of 5

    TJ

  14. 5 out of 5

    Peter S

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  16. 5 out of 5

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  17. 4 out of 5

    OTA Mig

  18. 4 out of 5

    Jolene

  19. 5 out of 5

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    Lopez Maria

  21. 4 out of 5

    Adrienne

  22. 5 out of 5

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  24. 4 out of 5

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  25. 5 out of 5

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  26. 4 out of 5

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  27. 5 out of 5

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  28. 5 out of 5

    ThatCarlyGirl

  29. 4 out of 5

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  30. 5 out of 5

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  34. 5 out of 5

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  37. 5 out of 5

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  38. 5 out of 5

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  40. 5 out of 5

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