Quest atlantis edu-games seminar

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Quest atlantis edu-games seminar

  1. 1. Quest Atlantis (Atlantis Remixed) Learning Content & Values in 3d Alexander Makosz University of Toronto International Edu-Games Seminar November 22nd, 2011
  2. 2. Quest Atlantis – what is it? <ul><li>3D multi-user virtual environment
  3. 3. Aimed at students 9-16
  4. 4. A rich, pre-built gaming environment with structured gaming activities
  5. 5. Contents tied to McREL standards and benchmarks
  6. 6. Provides core content (math, science, language) as well as character education
  7. 7. Has had over 65,000 participants </li></ul>
  8. 8. Atlantis – Other important features <ul><li>Fun and engaging
  9. 9. Visually appealing and interactive
  10. 10. Safe and positive </li></ul>
  11. 11. Quest Atlantis – what's new? <ul><li>Received a $2,366,734 grant from the Gates Foundation ( serious about gaming in education! )
  12. 12. Renamed Atlantis Remixed
  13. 13. Moved to environment built with Unity3D – more visually appealing, more interactive and cooler! </li></ul>
  14. 14. Atlantis
  15. 15. Atlantis Remixed
  16. 16. Why use Quest Atlantis? <ul><li>Develop and support inquiry based learning processes
  17. 17. Inspire students to assess problems, become confident in taking corrective actions and to reflect upon the consequences of their choices
  18. 18. Provide transdisciplinary learning opportunities
  19. 19. Provide fun and motivation for serious content learning </li></ul>
  20. 20. Quest Atlantis – where to start? <ul><li>Visit their new domain at www.questatlantis.com
  21. 21. Go through teacher induction and training
  22. 22. Release forms must be signed
  23. 23. Set the stage for the game by developing context and introducing the narrative </li></ul>
  24. 24. Quest Atlantis – setting the stage <ul>The QA Legend </ul>Link to Comic Link to Video
  25. 25. Quest Atlantis – value of context <ul>Why is the narrative of the game important? <li>A rich narrative allows for real and complex scenarios
  26. 26. The student becomes the author within context
  27. 27. Context provides for skill, attitude and knowledge development that is meaningful
  28. 28. Students engage in transformational play </li></ul>
  29. 29. Quest Atlantis – Student Experience <ul>How do learners experience the game world? <li>Students are drawn into the narrative as authors and active participants in shaping the future of the game world
  30. 30. Learners engage in both open exploration of the environment as well as assigned missions and tasks provided by the teacher </li></ul>
  31. 31. Quest Atlantis - examples <ul>Plague World – Ingolstadt <li>New video of Plague world – YouTube link </li></ul>
  32. 32. Quest Atlantis - examples <ul>Content Persuasive essay writing – research & analysis </ul>
  33. 33. Quest Atlantis - examples <ul>Content Persuasive essay writing - structure </ul>
  34. 34. Quest Atlantis - Examples <ul>Values – students confront ethical issues (personhood, autonomy, ends vs. means) , see the consequences of choices and reflect upon their decisions </ul>
  35. 35. Quest Atlantis - Results <ul>Students: <li>Highly motivated
  36. 36. Demonstrate acquisition of target skills and knowledge
  37. 37. Integrate skills and knowledge from multiple disciplines for practical problem solving in a novel environment
  38. 38. Take action, demonstrate reflection, justify decisions
  39. 39. See the complex consequences of their actions
  40. 40. Engage in genuine inquiry based learning </li></ul>
  41. 41. Quest Atlantis - Results <ul>Teachers: <li>Able to select quests and missions according to class and curriculum needs as well as to support student interest
  42. 42. Implement inquiry-based learning processes
  43. 43. Monitor student progress and provide immediate and focused feedback
  44. 44. Engage students in ethical decision making scenarios with visible consequences beyond the limits of the traditional classroom
  45. 45. Receive ongoing support for development as part of a community of QA teachers </li></ul>
  46. 46. Quest Atlantis - Results <ul>Administrator: <li>Confident in the learning value of activities in QA (tied to curriculum standards - McREL)
  47. 47. Confident in available support for teacher learning and development
  48. 48. Can justify use to parents based on research
  49. 49. Sees motivated students actively engaged in learning
  50. 50. Does not have to struggle with budget for implementing as a new resource </li></ul>
  51. 51. Quest Atlantis – closing thoughts <ul><li>Not a single educational tool – success of QA is as an environment that is built to incorporate many different educational tools and apply them to a novel environment naturally suited to inquiry
  52. 52. Professional development and teacher education are extremely valuable features of QA – hope to see these in more educational games </li></ul>
  53. 53. Thank you! <ul>Alex Makosz [email_address] www.makosz.org </ul>Very interested to work with more schools and researchers in virtual worlds and gaming!

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