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NSTA 2011 - Quest-Based Inquiry Across Immersive Learning Environments
Lisa Dawleyon 15 April 2013
Transcript of NSTA 2011 - Quest-Based Inquiry Across Immersive Learning Environments
materials through any computer or web-enabled
Smart-phone in any language. * * Self-paced, user-selected QUESTS that allow learners to choose their own path through whatever curriculum they are engaged in. Connect myriad networks Existing LMS A FIRST for Educational Systems Plugins and API Engagement Video Game Reward
Structures User created Quests Embeddable Media Reward Systems Advancement structures allows you to move through the curriculum like a VIDEO GAME API's and plugins allow use of tool in countless systems. Education Game Interface Learning Interface Game-based Social Network for LEARNING available any time, anywhere built by the users researched-designed interface international interest competency-base pathways largest global database free learning materials and curriculum social learning to solve world problems track achievements across infinite activities, platforms, games, devices, and experiences. ...changes learning as we know it. Disconnected from Learning Authentic GBL Game-based Learning Jim Gee Henry Jenkins Constance Steinkuhler Sasha Barab Features: Artificial Conflict or Challenge Narrative Rules and Constructs Quantifiable Outcome Scoring / Winning Condition Benefits Immersion Mistakes aid learning Motivates Students Let's at the 3D GameLab! LOOK Data Mining Identifying pathways to success, engagement, persistence... ...for effective design. DBR Design-based Reseach Quest Design Elements In this phase... User quest preferences
Completion rates Estimated time to complete task
Type of performance task
Narrative vs. Non-narrative storylines that guide the quest.
Competition, collaborative, solo
User rating of the Quest (5 Stars)
Quest Chains (prerequisites) vs. individual
Multiple options to achieve one standard
Rarity (Limited window of opportunity) Motivation • Engagement • Success Pedagogical Shifts The face to face classroom Raids in the classroom More 1on1 Staged activities for small numbers Promote students to new roles Higher engagement Accomodates player-styles Kurt Squire David Gibson Marc Presnsky Clark Aldrich "Having a lot of different options creates excitement for students." “I would say it’s as challenging as other courses. I just feel like it’s an easier learning style and less stressful.” 93% quest completion rate This course was a game changer for me. I have started to view the field in completely different light. I was totally engaged and absolutely thrilled to finally see some hope, a light, for the future of education. QUEST A is a unique educational activity which is part of a journey toward a larger goal.
Delivered to a student when they are ready or
able to engage in it. pass-rate predictive modeling clustering technique
determine engagement Quest-based Learning • Disengaged and bored • Teachers need access to effective PD • Lack of personalized, relevant learning Challenges are Opportunities for Innovation Nearly 1/3 of U.S. high school students
don't graduate Gaming Solutions for a Changing Paradigm • Meta-game concepts: a game-layer that combines informal and formal learning across platforms • Gaming is ubiquitous 97% of Teens game • Games tie learners socially • Games track players individually • Games promote mastery and engagement Digital Assets Packages of curriculum
Trend and Research Data
Predictive Models Other Products Virtual Worlds
Add-ons Successful Approach the new bell curve Over 50% continued questing after class was over Popular approach 4,000+ completed quests from 138 total users 93% quest completion rate Quest-Based Inquiry Across Immersive Learning Environments Lisa Dawley, Ph.D. Professor & Chair
Dept. of Educational Technology Assessment requires observation lisadawley.wordpress.com