SlideShare une entreprise Scribd logo
1  sur  4
Télécharger pour lire hors ligne
WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY | MARCH 2013	
  


Understanding Quest-Based Learning                                          Key Insights:
Creating effective classroom experiences through                             • Quest-based learning incorporates
game-based mechanics and community                                             game mechanics, and gamer-like
                                                                               learning communities.
                                                                             • Game-based feedback tools like
                                                                               experience points, progress bars,
Introduction: School vs. Real Life                                             badges, and achievements are
                                                                               motivating and meaningful to
Those critical of the American education system point to the lack of           students.
student engagement and boredom, the absence of personally
                                                                             • Students in a quest-based course
relevant content and instruction for diverse learners, and antiquated
                                                                               received higher grades overall when
tools and instructional approaches as issues that prevent student              compared to traditional course.
success (Barab et al., 2009; Eccles & Wingfield, 2002; Ketelhut,
                                                                             • Students do more work on average
2007; U.S. Department of Education Office of Educational
                                                                               using quest-based learning.
Technology, 2010).
                                                                             • On average, students complete
Educational institutions, administrators, teachers, students, and              quest-based learning design
parents, continually search for solutions to the problems                      courses in less time than traditional
challenging student success, engagement, and fulfillment of                    courses.
academic expectations. Availability of rich digital content, myriad          • Over 65% of students remain
outlets of information and resources, and new delivery platforms               persistent in quest-based learning,
continue to revolutionize student interaction with educational                 continuing to quest beyond the
materials.                                                                     minimum required to receive a “A.”
At Boise State University’s Department of Educational Technology,
we focus on researching, understanding, and developing
pedagogical approaches that utilize resources in a digital world. As
such, we look at the rich data generated through digital interactions
as a means of understanding learner experience.

Problem
While our modern, digital society has continued to see exponential
growth in online tools, access to information, school has remained
largely didactic, a one-size-fits-all, lockstep approach that is driven
by memorization. Systems that guide and drive student success and progress are often arranged by
arbitrary factors, including age (Robinson, 2010). Uses of tools such as a grade book, a 150-year-old tool,
and grade-based standards for tracking student success requires all students to progress through a fixed
curriculum at exactly the same pace. Over 30 years of educational research tells us that students learn in
diverse ways, at varying speeds, and are each fundamentally different individuals with different schema and
experience. However, despite our knowledge of student diversity, pedagogical approaches have failed to
value and incorporate this knowledge into new and more effective instructional design.
Our educational system continues to use the industrial paradigm of letter grading. Educational products are
assessed and assigned a value, Mistakes are punished via low grades. This practice is at odds with more
than three decades of educational research which supports the notion that we learn effectively from our
mistakes. Research also shows, if given the opportunity, learners benefit from reviewing the gaps in their
knowledge and understanding demonstrated by frequent formative assessment.
2	
   WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY
	
  
Individuals in our modern, digital society interact with tools that offer more affective forms of interaction
and feedback. Digital games and social networks allow for a personal, self-paced, and adaptive experience.
It is this personally relevant and rewarding experience that makes these tools so popular and ubiquitous.
Video games are played by 98% of youth and 93% of adults.
Digital games, for example, offer experiences that are vastly different from traditional educational
experiences despite the amount of learning that takes place (Gee, 2011). Games frequently offer multiple
pathways, personalized rather than comparative progress tracking, recognition of progress and success
through badges and achievements, and allow participants to fail without lasting punishment. Also, feedback
in gaming environments is instantaneous. These elements contribute to the attractiveness of games. In
Figure 1, we see how these attributes can be overlayed on the education process by comparing a
traditional, linear grade-book based learning to a non-traditional, non-linear quest-based learning
approach.




                                                                                                                                           	
  
Figure	
  1.	
  	
  Traditional	
  linear	
  gradebook	
  approach	
  to	
  learning	
  vs.	
  non-­‐linear	
  quest-­‐based	
  learning

Solution
Quest-based learning is an instructional design theory that leverages game mechanics and gamer-like
learning communities to support student choice within the curriculum, and offers promising pedagogical
possibilities in the area.
In both video game and quest-based learning architectures, quests are goal oriented (or task-oriented)
searches for something of value that regulate or guide a player/learner through the narrative of the
game/course (Charsky, 2010; Howard, 2008; Sullivan, Mateas, & Wardrip-Fruin, 2009). “Quests involve a
series of trials, puzzles, and tasks (such as locating secret chambers and obtaining hidden information)
that the participant must conquer for their character to advance to the next game level” (Lange, 2010, p.
27).
WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY | MARCH 2013	
  

 Quest-based learning design focuses on an individualized and flexible curricular experience. In QBL,
 students can select activities, called quests, rather than assignments in a fixed linear order. Students
 leverage choice to promote engagement rather than waiting for a due date. Like curricular assignments,
 quests can contain any combination of text, media, or experience and culminate with a deliverable like a
 paper, speech, video, project, or other practical artifact. Since quests are digitally tied to specific standards
 and/or competencies, digital systems supporting quest-based learning record that progress when
 completed. Traditional course content taught through quest-based learning can offer multiple pathways
 that lead to an equivalent educational outcome.
 Teachers in a quest-based approach do not assign letter grades to completed quests. Dismissing the
 industrial paradigm approach in favor of a digital age sensibility, teachers either approve a quest because
 it meets all expectations or return the quest to the student for revisions and resubmission. Just like video
 games, quest-based learning supports multiple attempts without punishment to promote learning from
 mistakes.
 Successfully completed quests earn experience points (XP). Like videogames, XP contributes to
 progression through levels and ranks, as a prerequisite for other curriculum, demonstrates progress
 across standards and competencies, and accumulates toward course completion or “winning condition.”
 Like digital games, quest-based learning promotes the use of badges, achievements, and awards to mark
 student progress, recognize specialization, and provide multiple forms of formative feedback and
 evaluation. Teachers in a quest-based approach can designate specific badges to represent important or
 required elements of the curriculum. Tools that deliver quest-based learning also provide students with
 progress bars. Using XP, progress bars can show progress toward the winning condition, the next rank or
 level, or even individual standards or competencies.

 Research
                                                                                    In 2010, professors at Boise State
                                                                                    University Dr. Lisa Dawley and Dr. Chris
                                                                                    Haskell built a game-based learning
                                                                                    management platform to begin testing the
                                                                                    quest-based learning approach. Their tool,
                                                                                    3D Game Lab, was employed in just a
                                                                                    handful of college and middle school
                                                                                    classes initially. Since that time, the tool
                                                                                    has been made available to over 500
Figure	
  2.	
  	
  Demographics	
  of	
  quest-­‐based	
  learning	
  in	
  3D	
   “beta-teachers” and thousands of their
GameLab.                                                                            students in over 10 countries. As a web-
                                                                                    based learning management platform, 3D
 GameLab collects thousands of points of data for each user including click data from interactions. Through
 data mining, this data has been used to describe the experience, interactions, and outcomes of quest-
 based learning (see Figure 2 for summary data).
 In a key study of student success in a pre-service teacher course, I began using the tool as the primary
 learning management interface in my EDTECH-202 course in the fall of 2010. I took a curriculum that had
 largely been built in modules, and converted those readings, videos, and activities into quests. Students
 had the opportunity to choose activities they were interested in rather than have that decided for them.
4	
   WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY
 	
  
                                                                                          Higher grades achieved overall. Pre-
                                                                                          service teacher candidates engaged in a
                                                                                          digital age teaching skills curriculum are
                                                                                          shown to be highly successful using the
                                                                                          quest-based learning approach (Haskell,
                                                                                          2012). 93% of students (N=97) using
                                                                                          this approach reached the winning
                                                                                          condition, described as receiving a course
                                                                                          grade of “A”. The remainder of students
                                                                                          either received an F for failing to attend or
                                                                                          an incomplete (I), later completing the
                                                                                          course.
                                                                                          In this approach, average completion time
                                                                                          was reduced from 16 weeks to 12 ½

Figure	
  3.	
  Rewards	
  earned	
  in	
  EdTech	
  202.       weeks with one student completing in just
                                                                four weeks. Students reported the lack of
 due dates and freedom to progress in the curriculum as motivating factors. Figure 3 illustrates the variety
 of rewards earned during the course, the average number of completed quests (37.1), and the average
 user rating of quests (4.45 on a 1-5 likert scale).
 Persistence in questing and completing more work on average. Despite being able to walk away from the
 class once they had completed the requirements (2000 experience points + a completed portfolio),
 students continued playing through the curriculum, demonstrating persistence in learning. Figure 4 below
 shows student activity, and XP, relative to the winning condition (white line). Not only did the vast majority
 of students reach the winning condition, many exceeded expectations. As a group, the class averaged
 nearly twice as many completed activities as previous, module-based iterations of the course.

 Conclusion
 Students engaged in quest based
 learning benefit from choice in
 curricular interactions. They are more
 motivated to engage in classwork,
 complete nearly twice as much of it,
 have success meeting more of the
 class standards and expectations.
 Once finished with required classwork,
 many students in the quest-based
 approach continue to play through the
 curriculum. It is a promising approach
 for digital age teaching and learning,
 as well as a potential long term
 solution for student engagement and
 success. Continued research at Boise
 State and Gogo Labs will continue to
 improve our understanding of QBL.
                                                            Figure	
  4.	
  	
  Pre-­‐service	
  teacher	
  candidates	
  level	
  up	
  and	
  remain	
  
                                                            persistent	
  after	
  earning	
  "A."

Contenu connexe

Similaire à Understanding Quest Based Learning

Pedagogical Strategies for Worthwhile Learning in Online Environments
Pedagogical Strategies for Worthwhile Learning in Online EnvironmentsPedagogical Strategies for Worthwhile Learning in Online Environments
Pedagogical Strategies for Worthwhile Learning in Online EnvironmentsRamesh C. Sharma
 
Changing Paradigm in Interactive Learning System Design
Changing Paradigm in Interactive Learning System DesignChanging Paradigm in Interactive Learning System Design
Changing Paradigm in Interactive Learning System DesignPat Luo
 
Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...
Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...
Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...Greig Krull
 
Curriculum p ast, pr esent, future
Curriculum p ast, pr esent, futureCurriculum p ast, pr esent, future
Curriculum p ast, pr esent, futureAngela Murphy
 
Ifp staff training day2
Ifp staff training day2Ifp staff training day2
Ifp staff training day2sarahattersley
 
Enrichment Eagles Board Presentation
Enrichment Eagles Board PresentationEnrichment Eagles Board Presentation
Enrichment Eagles Board PresentationJay Marino
 
Enrichment Eagles Board Presentation
Enrichment Eagles Board PresentationEnrichment Eagles Board Presentation
Enrichment Eagles Board PresentationJay Marino
 
Personal Digital Inquiry Handouts
Personal Digital Inquiry Handouts Personal Digital Inquiry Handouts
Personal Digital Inquiry Handouts Julie Coiro
 
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...Rebecca Reynolds
 
Inquiry and Resource Use Strategies that Emerge Among Middle Schoolers in a G...
Inquiry and Resource Use Strategies that Emerge Among Middle Schoolersin a G...Inquiry and Resource Use Strategies that Emerge Among Middle Schoolersin a G...
Inquiry and Resource Use Strategies that Emerge Among Middle Schoolers in a G...Rebecca Reynolds
 
Teaching mixed levels jm 14092016
Teaching mixed levels jm 14092016Teaching mixed levels jm 14092016
Teaching mixed levels jm 14092016Jesilin James
 
E-learning and Employability Shift Focus on Learning (Again) - Blazenka Divjak
E-learning and Employability Shift Focus on Learning (Again) - Blazenka DivjakE-learning and Employability Shift Focus on Learning (Again) - Blazenka Divjak
E-learning and Employability Shift Focus on Learning (Again) - Blazenka DivjakEDEN Digital Learning Europe
 
Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...
Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...
Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...Rebecca Reynolds
 
Assinment
AssinmentAssinment
Assinmentbintu55
 
The effect of blended learning on students’ achievement,
The effect of blended learning on students’ achievement,The effect of blended learning on students’ achievement,
The effect of blended learning on students’ achievement,Alexander Decker
 
ED ET 755 - Research Synthesis
ED ET 755 - Research SynthesisED ET 755 - Research Synthesis
ED ET 755 - Research Synthesisknsmith620
 

Similaire à Understanding Quest Based Learning (20)

CapstoneFinal
CapstoneFinalCapstoneFinal
CapstoneFinal
 
Pedagogical Strategies for Worthwhile Learning in Online Environments
Pedagogical Strategies for Worthwhile Learning in Online EnvironmentsPedagogical Strategies for Worthwhile Learning in Online Environments
Pedagogical Strategies for Worthwhile Learning in Online Environments
 
Changing Paradigm in Interactive Learning System Design
Changing Paradigm in Interactive Learning System DesignChanging Paradigm in Interactive Learning System Design
Changing Paradigm in Interactive Learning System Design
 
Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...
Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...
Fostering Self-Directed and Lifelong Learners to Meet the Challenges of the F...
 
Curriculum p ast, pr esent, future
Curriculum p ast, pr esent, futureCurriculum p ast, pr esent, future
Curriculum p ast, pr esent, future
 
Ifp staff training day2
Ifp staff training day2Ifp staff training day2
Ifp staff training day2
 
Enrichment Eagles Board Presentation
Enrichment Eagles Board PresentationEnrichment Eagles Board Presentation
Enrichment Eagles Board Presentation
 
Enrichment Eagles Board Presentation
Enrichment Eagles Board PresentationEnrichment Eagles Board Presentation
Enrichment Eagles Board Presentation
 
Personal Digital Inquiry Handouts
Personal Digital Inquiry Handouts Personal Digital Inquiry Handouts
Personal Digital Inquiry Handouts
 
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
ALA 2015 Invited Research Talk: Youth Collaborative Information Practices Dur...
 
Inquiry and Resource Use Strategies that Emerge Among Middle Schoolers in a G...
Inquiry and Resource Use Strategies that Emerge Among Middle Schoolersin a G...Inquiry and Resource Use Strategies that Emerge Among Middle Schoolersin a G...
Inquiry and Resource Use Strategies that Emerge Among Middle Schoolers in a G...
 
1
1                                                     1
1
 
Work Based Learning
Work Based LearningWork Based Learning
Work Based Learning
 
Teaching mixed levels jm 14092016
Teaching mixed levels jm 14092016Teaching mixed levels jm 14092016
Teaching mixed levels jm 14092016
 
E-learning and Employability Shift Focus on Learning (Again) - Blazenka Divjak
E-learning and Employability Shift Focus on Learning (Again) - Blazenka DivjakE-learning and Employability Shift Focus on Learning (Again) - Blazenka Divjak
E-learning and Employability Shift Focus on Learning (Again) - Blazenka Divjak
 
Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...
Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...
Collaborative Information Seeking in the Wild: Student-Initiated Solutions a...
 
Assinment
AssinmentAssinment
Assinment
 
UDLCollinsB
UDLCollinsBUDLCollinsB
UDLCollinsB
 
The effect of blended learning on students’ achievement,
The effect of blended learning on students’ achievement,The effect of blended learning on students’ achievement,
The effect of blended learning on students’ achievement,
 
ED ET 755 - Research Synthesis
ED ET 755 - Research SynthesisED ET 755 - Research Synthesis
ED ET 755 - Research Synthesis
 

Plus de Lisa Dawley

iLRN21 Creating Teen & Teacher Access to Social Good Innovation
iLRN21 Creating Teen & Teacher Access to Social Good InnovationiLRN21 Creating Teen & Teacher Access to Social Good Innovation
iLRN21 Creating Teen & Teacher Access to Social Good InnovationLisa Dawley
 
Online Design Toolkit
Online Design ToolkitOnline Design Toolkit
Online Design ToolkitLisa Dawley
 
Top 10 Online Teaching Strategies
Top 10 Online Teaching StrategiesTop 10 Online Teaching Strategies
Top 10 Online Teaching StrategiesLisa Dawley
 
Minecraft for Teachers
Minecraft for TeachersMinecraft for Teachers
Minecraft for TeachersLisa Dawley
 
Minecraft Winter Teacher Camp
Minecraft Winter Teacher CampMinecraft Winter Teacher Camp
Minecraft Winter Teacher CampLisa Dawley
 
QuestBoise 2015 & July Minecraft at 3D GameLab!
QuestBoise 2015 & July Minecraft at 3D GameLab!QuestBoise 2015 & July Minecraft at 3D GameLab!
QuestBoise 2015 & July Minecraft at 3D GameLab!Lisa Dawley
 
GoGo Labs Presenters Kit
GoGo Labs Presenters KitGoGo Labs Presenters Kit
GoGo Labs Presenters KitLisa Dawley
 
Idaho Teen GameLab
Idaho Teen GameLabIdaho Teen GameLab
Idaho Teen GameLabLisa Dawley
 
QuestBoise 2014 Virtual Unconference on Learning Gamification
QuestBoise 2014 Virtual Unconference on Learning GamificationQuestBoise 2014 Virtual Unconference on Learning Gamification
QuestBoise 2014 Virtual Unconference on Learning GamificationLisa Dawley
 
ISTE 2014: 3D GameLab Info
ISTE 2014: 3D GameLab InfoISTE 2014: 3D GameLab Info
ISTE 2014: 3D GameLab InfoLisa Dawley
 
Bowling & Bites, ISTE 2014
Bowling & Bites, ISTE 2014Bowling & Bites, ISTE 2014
Bowling & Bites, ISTE 2014Lisa Dawley
 
Spring 2014 Gamified Online Teacher Camps
Spring 2014 Gamified Online Teacher CampsSpring 2014 Gamified Online Teacher Camps
Spring 2014 Gamified Online Teacher CampsLisa Dawley
 
Winter Teacher Camps @3D GameLab: Game Design Camp!
Winter Teacher Camps @3D GameLab: Game Design Camp!Winter Teacher Camps @3D GameLab: Game Design Camp!
Winter Teacher Camps @3D GameLab: Game Design Camp!Lisa Dawley
 
Idaho Teen GameLab
Idaho Teen GameLabIdaho Teen GameLab
Idaho Teen GameLabLisa Dawley
 
Fall Online Teacher Camp in 3D GameLab
Fall Online Teacher Camp in 3D GameLabFall Online Teacher Camp in 3D GameLab
Fall Online Teacher Camp in 3D GameLabLisa Dawley
 
Digital Badges: Lessons Learned
Digital Badges: Lessons LearnedDigital Badges: Lessons Learned
Digital Badges: Lessons LearnedLisa Dawley
 
3D GameLab Online Teacher Camp
3D GameLab Online Teacher Camp3D GameLab Online Teacher Camp
3D GameLab Online Teacher CampLisa Dawley
 
3D GameLab Online Teacher Camp
3D GameLab Online Teacher Camp3D GameLab Online Teacher Camp
3D GameLab Online Teacher CampLisa Dawley
 
Progress on site 2012 virtual world experience
Progress on site 2012 virtual world experienceProgress on site 2012 virtual world experience
Progress on site 2012 virtual world experienceLisa Dawley
 

Plus de Lisa Dawley (20)

iLRN21 Creating Teen & Teacher Access to Social Good Innovation
iLRN21 Creating Teen & Teacher Access to Social Good InnovationiLRN21 Creating Teen & Teacher Access to Social Good Innovation
iLRN21 Creating Teen & Teacher Access to Social Good Innovation
 
Online Design Toolkit
Online Design ToolkitOnline Design Toolkit
Online Design Toolkit
 
Top 10 Online Teaching Strategies
Top 10 Online Teaching StrategiesTop 10 Online Teaching Strategies
Top 10 Online Teaching Strategies
 
Minecraft for Teachers
Minecraft for TeachersMinecraft for Teachers
Minecraft for Teachers
 
Minecraft Winter Teacher Camp
Minecraft Winter Teacher CampMinecraft Winter Teacher Camp
Minecraft Winter Teacher Camp
 
QuestBoise 2015 & July Minecraft at 3D GameLab!
QuestBoise 2015 & July Minecraft at 3D GameLab!QuestBoise 2015 & July Minecraft at 3D GameLab!
QuestBoise 2015 & July Minecraft at 3D GameLab!
 
GoGo Labs Presenters Kit
GoGo Labs Presenters KitGoGo Labs Presenters Kit
GoGo Labs Presenters Kit
 
Idaho Teen GameLab
Idaho Teen GameLabIdaho Teen GameLab
Idaho Teen GameLab
 
QuestBoise 2014 Virtual Unconference on Learning Gamification
QuestBoise 2014 Virtual Unconference on Learning GamificationQuestBoise 2014 Virtual Unconference on Learning Gamification
QuestBoise 2014 Virtual Unconference on Learning Gamification
 
ISTE 2014: 3D GameLab Info
ISTE 2014: 3D GameLab InfoISTE 2014: 3D GameLab Info
ISTE 2014: 3D GameLab Info
 
Bowling & Bites, ISTE 2014
Bowling & Bites, ISTE 2014Bowling & Bites, ISTE 2014
Bowling & Bites, ISTE 2014
 
Spring 2014 Gamified Online Teacher Camps
Spring 2014 Gamified Online Teacher CampsSpring 2014 Gamified Online Teacher Camps
Spring 2014 Gamified Online Teacher Camps
 
Winter Teacher Camps @3D GameLab: Game Design Camp!
Winter Teacher Camps @3D GameLab: Game Design Camp!Winter Teacher Camps @3D GameLab: Game Design Camp!
Winter Teacher Camps @3D GameLab: Game Design Camp!
 
Idaho Teen GameLab
Idaho Teen GameLabIdaho Teen GameLab
Idaho Teen GameLab
 
Fall Online Teacher Camp in 3D GameLab
Fall Online Teacher Camp in 3D GameLabFall Online Teacher Camp in 3D GameLab
Fall Online Teacher Camp in 3D GameLab
 
Digital Badges: Lessons Learned
Digital Badges: Lessons LearnedDigital Badges: Lessons Learned
Digital Badges: Lessons Learned
 
3D GameLab Online Teacher Camp
3D GameLab Online Teacher Camp3D GameLab Online Teacher Camp
3D GameLab Online Teacher Camp
 
3D GameLab Online Teacher Camp
3D GameLab Online Teacher Camp3D GameLab Online Teacher Camp
3D GameLab Online Teacher Camp
 
Spring flyer
Spring flyerSpring flyer
Spring flyer
 
Progress on site 2012 virtual world experience
Progress on site 2012 virtual world experienceProgress on site 2012 virtual world experience
Progress on site 2012 virtual world experience
 

Dernier

Culture Uniformity or Diversity IN SOCIOLOGY.pptx
Culture Uniformity or Diversity IN SOCIOLOGY.pptxCulture Uniformity or Diversity IN SOCIOLOGY.pptx
Culture Uniformity or Diversity IN SOCIOLOGY.pptxPoojaSen20
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...Nguyen Thanh Tu Collection
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parentsnavabharathschool99
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptxmary850239
 
Like-prefer-love -hate+verb+ing & silent letters & citizenship text.pdf
Like-prefer-love -hate+verb+ing & silent letters & citizenship text.pdfLike-prefer-love -hate+verb+ing & silent letters & citizenship text.pdf
Like-prefer-love -hate+verb+ing & silent letters & citizenship text.pdfMr Bounab Samir
 
Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...Jisc
 
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptxAUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptxiammrhaywood
 
ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4MiaBumagat1
 
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...Postal Advocate Inc.
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPCeline George
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)lakshayb543
 
4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptx4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptxmary850239
 
Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)cama23
 
Earth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice greatEarth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice greatYousafMalik24
 
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfInclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfTechSoup
 
Science 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxScience 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxMaryGraceBautista27
 

Dernier (20)

Culture Uniformity or Diversity IN SOCIOLOGY.pptx
Culture Uniformity or Diversity IN SOCIOLOGY.pptxCulture Uniformity or Diversity IN SOCIOLOGY.pptx
Culture Uniformity or Diversity IN SOCIOLOGY.pptx
 
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
HỌC TỐT TIẾNG ANH 11 THEO CHƯƠNG TRÌNH GLOBAL SUCCESS ĐÁP ÁN CHI TIẾT - CẢ NĂ...
 
Choosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for ParentsChoosing the Right CBSE School A Comprehensive Guide for Parents
Choosing the Right CBSE School A Comprehensive Guide for Parents
 
4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx4.16.24 21st Century Movements for Black Lives.pptx
4.16.24 21st Century Movements for Black Lives.pptx
 
Like-prefer-love -hate+verb+ing & silent letters & citizenship text.pdf
Like-prefer-love -hate+verb+ing & silent letters & citizenship text.pdfLike-prefer-love -hate+verb+ing & silent letters & citizenship text.pdf
Like-prefer-love -hate+verb+ing & silent letters & citizenship text.pdf
 
Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...Procuring digital preservation CAN be quick and painless with our new dynamic...
Procuring digital preservation CAN be quick and painless with our new dynamic...
 
Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Tilak Nagar Delhi reach out to us at 🔝9953056974🔝
 
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptxAUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptx
 
ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4ANG SEKTOR NG agrikultura.pptx QUARTER 4
ANG SEKTOR NG agrikultura.pptx QUARTER 4
 
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptxYOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
 
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
USPS® Forced Meter Migration - How to Know if Your Postage Meter Will Soon be...
 
Raw materials used in Herbal Cosmetics.pptx
Raw materials used in Herbal Cosmetics.pptxRaw materials used in Herbal Cosmetics.pptx
Raw materials used in Herbal Cosmetics.pptx
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERP
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
 
4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptx4.18.24 Movement Legacies, Reflection, and Review.pptx
4.18.24 Movement Legacies, Reflection, and Review.pptx
 
Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)
 
Earth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice greatEarth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice great
 
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdfInclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
Inclusivity Essentials_ Creating Accessible Websites for Nonprofits .pdf
 
Science 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxScience 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptx
 
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptxYOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
 

Understanding Quest Based Learning

  • 1. WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY | MARCH 2013   Understanding Quest-Based Learning Key Insights: Creating effective classroom experiences through • Quest-based learning incorporates game-based mechanics and community game mechanics, and gamer-like learning communities. • Game-based feedback tools like experience points, progress bars, Introduction: School vs. Real Life badges, and achievements are motivating and meaningful to Those critical of the American education system point to the lack of students. student engagement and boredom, the absence of personally • Students in a quest-based course relevant content and instruction for diverse learners, and antiquated received higher grades overall when tools and instructional approaches as issues that prevent student compared to traditional course. success (Barab et al., 2009; Eccles & Wingfield, 2002; Ketelhut, • Students do more work on average 2007; U.S. Department of Education Office of Educational using quest-based learning. Technology, 2010). • On average, students complete Educational institutions, administrators, teachers, students, and quest-based learning design parents, continually search for solutions to the problems courses in less time than traditional challenging student success, engagement, and fulfillment of courses. academic expectations. Availability of rich digital content, myriad • Over 65% of students remain outlets of information and resources, and new delivery platforms persistent in quest-based learning, continue to revolutionize student interaction with educational continuing to quest beyond the materials. minimum required to receive a “A.” At Boise State University’s Department of Educational Technology, we focus on researching, understanding, and developing pedagogical approaches that utilize resources in a digital world. As such, we look at the rich data generated through digital interactions as a means of understanding learner experience. Problem While our modern, digital society has continued to see exponential growth in online tools, access to information, school has remained largely didactic, a one-size-fits-all, lockstep approach that is driven by memorization. Systems that guide and drive student success and progress are often arranged by arbitrary factors, including age (Robinson, 2010). Uses of tools such as a grade book, a 150-year-old tool, and grade-based standards for tracking student success requires all students to progress through a fixed curriculum at exactly the same pace. Over 30 years of educational research tells us that students learn in diverse ways, at varying speeds, and are each fundamentally different individuals with different schema and experience. However, despite our knowledge of student diversity, pedagogical approaches have failed to value and incorporate this knowledge into new and more effective instructional design. Our educational system continues to use the industrial paradigm of letter grading. Educational products are assessed and assigned a value, Mistakes are punished via low grades. This practice is at odds with more than three decades of educational research which supports the notion that we learn effectively from our mistakes. Research also shows, if given the opportunity, learners benefit from reviewing the gaps in their knowledge and understanding demonstrated by frequent formative assessment.
  • 2. 2   WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY   Individuals in our modern, digital society interact with tools that offer more affective forms of interaction and feedback. Digital games and social networks allow for a personal, self-paced, and adaptive experience. It is this personally relevant and rewarding experience that makes these tools so popular and ubiquitous. Video games are played by 98% of youth and 93% of adults. Digital games, for example, offer experiences that are vastly different from traditional educational experiences despite the amount of learning that takes place (Gee, 2011). Games frequently offer multiple pathways, personalized rather than comparative progress tracking, recognition of progress and success through badges and achievements, and allow participants to fail without lasting punishment. Also, feedback in gaming environments is instantaneous. These elements contribute to the attractiveness of games. In Figure 1, we see how these attributes can be overlayed on the education process by comparing a traditional, linear grade-book based learning to a non-traditional, non-linear quest-based learning approach.   Figure  1.    Traditional  linear  gradebook  approach  to  learning  vs.  non-­‐linear  quest-­‐based  learning Solution Quest-based learning is an instructional design theory that leverages game mechanics and gamer-like learning communities to support student choice within the curriculum, and offers promising pedagogical possibilities in the area. In both video game and quest-based learning architectures, quests are goal oriented (or task-oriented) searches for something of value that regulate or guide a player/learner through the narrative of the game/course (Charsky, 2010; Howard, 2008; Sullivan, Mateas, & Wardrip-Fruin, 2009). “Quests involve a series of trials, puzzles, and tasks (such as locating secret chambers and obtaining hidden information) that the participant must conquer for their character to advance to the next game level” (Lange, 2010, p. 27).
  • 3. WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY | MARCH 2013   Quest-based learning design focuses on an individualized and flexible curricular experience. In QBL, students can select activities, called quests, rather than assignments in a fixed linear order. Students leverage choice to promote engagement rather than waiting for a due date. Like curricular assignments, quests can contain any combination of text, media, or experience and culminate with a deliverable like a paper, speech, video, project, or other practical artifact. Since quests are digitally tied to specific standards and/or competencies, digital systems supporting quest-based learning record that progress when completed. Traditional course content taught through quest-based learning can offer multiple pathways that lead to an equivalent educational outcome. Teachers in a quest-based approach do not assign letter grades to completed quests. Dismissing the industrial paradigm approach in favor of a digital age sensibility, teachers either approve a quest because it meets all expectations or return the quest to the student for revisions and resubmission. Just like video games, quest-based learning supports multiple attempts without punishment to promote learning from mistakes. Successfully completed quests earn experience points (XP). Like videogames, XP contributes to progression through levels and ranks, as a prerequisite for other curriculum, demonstrates progress across standards and competencies, and accumulates toward course completion or “winning condition.” Like digital games, quest-based learning promotes the use of badges, achievements, and awards to mark student progress, recognize specialization, and provide multiple forms of formative feedback and evaluation. Teachers in a quest-based approach can designate specific badges to represent important or required elements of the curriculum. Tools that deliver quest-based learning also provide students with progress bars. Using XP, progress bars can show progress toward the winning condition, the next rank or level, or even individual standards or competencies. Research In 2010, professors at Boise State University Dr. Lisa Dawley and Dr. Chris Haskell built a game-based learning management platform to begin testing the quest-based learning approach. Their tool, 3D Game Lab, was employed in just a handful of college and middle school classes initially. Since that time, the tool has been made available to over 500 Figure  2.    Demographics  of  quest-­‐based  learning  in  3D   “beta-teachers” and thousands of their GameLab. students in over 10 countries. As a web- based learning management platform, 3D GameLab collects thousands of points of data for each user including click data from interactions. Through data mining, this data has been used to describe the experience, interactions, and outcomes of quest- based learning (see Figure 2 for summary data). In a key study of student success in a pre-service teacher course, I began using the tool as the primary learning management interface in my EDTECH-202 course in the fall of 2010. I took a curriculum that had largely been built in modules, and converted those readings, videos, and activities into quests. Students had the opportunity to choose activities they were interested in rather than have that decided for them.
  • 4. 4   WHITEPAPER | CHRIS HASKELL, ED.D., BOISE STATE UNIVERSITY   Higher grades achieved overall. Pre- service teacher candidates engaged in a digital age teaching skills curriculum are shown to be highly successful using the quest-based learning approach (Haskell, 2012). 93% of students (N=97) using this approach reached the winning condition, described as receiving a course grade of “A”. The remainder of students either received an F for failing to attend or an incomplete (I), later completing the course. In this approach, average completion time was reduced from 16 weeks to 12 ½ Figure  3.  Rewards  earned  in  EdTech  202. weeks with one student completing in just four weeks. Students reported the lack of due dates and freedom to progress in the curriculum as motivating factors. Figure 3 illustrates the variety of rewards earned during the course, the average number of completed quests (37.1), and the average user rating of quests (4.45 on a 1-5 likert scale). Persistence in questing and completing more work on average. Despite being able to walk away from the class once they had completed the requirements (2000 experience points + a completed portfolio), students continued playing through the curriculum, demonstrating persistence in learning. Figure 4 below shows student activity, and XP, relative to the winning condition (white line). Not only did the vast majority of students reach the winning condition, many exceeded expectations. As a group, the class averaged nearly twice as many completed activities as previous, module-based iterations of the course. Conclusion Students engaged in quest based learning benefit from choice in curricular interactions. They are more motivated to engage in classwork, complete nearly twice as much of it, have success meeting more of the class standards and expectations. Once finished with required classwork, many students in the quest-based approach continue to play through the curriculum. It is a promising approach for digital age teaching and learning, as well as a potential long term solution for student engagement and success. Continued research at Boise State and Gogo Labs will continue to improve our understanding of QBL. Figure  4.    Pre-­‐service  teacher  candidates  level  up  and  remain   persistent  after  earning  "A."