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001 https://directory.doabooks.org/handle/20.500.12854/77877
005 20220219203159.0
020 _amitpress/8909.001.0001
020 _a9780262294164
020 _a9780262515658
024 7 _a10.7551/mitpress/8909.001.0001
_cdoi
041 0 _aEnglish
042 _adc
072 7 _aGTN
_2bicssc
072 7 _aJNF
_2bicssc
072 7 _aUDX
_2bicssc
100 1 _aTekinbas, Katie Salen
_4auth
700 1 _aTorres, Robert
_4auth
700 1 _aWolozin, Loretta
_4auth
700 1 _aRufo-Tepper, Rebecca
_4auth
700 1 _aShapiro, Arana
_4auth
245 1 0 _aQuest to Learn : Developing the School for Digital Kids
260 _aCambridge
_bThe MIT Press
_c2010
300 _a1 electronic resource (164 p.)
506 0 _aOpen Access
_2star
_fUnrestricted online access
520 _aThe 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.
540 _aCreative Commons
_fby-nc-nd/4.0
_2cc
_4http://creativecommons.org/licenses/by-nc-nd/4.0
546 _aEnglish
650 7 _aInstitutions & learned societies: general
_2bicssc
650 7 _aEducational strategies & policy
_2bicssc
650 7 _aComputer games / online games: strategy guides
_2bicssc
653 _ainnovation
653 _aeducation innovation
653 _ahands on learning
653 _aeducational games
653 _alearning games
653 _aprimary education
653 _aprimary school
653 _asecondary education
653 _asecondary school
653 _amiddle school
653 _ahigh school
653 _aalternative schooling
653 _agame-based learning
653 _agame-based teaching
653 _aalternative education
653 _apublic schools
653 _aNew York schools
653 _aNew York City schools
653 _aNYC schools
653 _aQ2L
653 _acurriculum map
653 _abudget
653 _acreative schools
653 _agames and learning
856 4 0 _awww.oapen.org
_uhttp://mitpress.mit.edu/9780262515658
_70
_zDOAB: download the publication
856 4 0 _awww.oapen.org
_uhttps://directory.doabooks.org/handle/20.500.12854/77877
_70
_zDOAB: description of the publication
999 _c42003
_d42003