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![Cases & examples
Quest to Learn
Quest to Learn is an exciting new school designed using
gaming principles to increase student engagement with
the curriculum as well as the real world.
Students learn by “taking on” the behaviors and
practices of the people in real-life knowledge domains.
Students learn to be biologists, historians and
mathematicians instead of learning about biology or
history or math. By using the structure of games, Quest to
Learn creates powerful educational tools to teach [to]
6th-12th graders. Games works as rule-based learning
systems, creating worlds in which players actively
participate, use strategic thinking to make choice, solve
complex problems, seek content knowledge and
consider the point of view of others.
Source: http://tinyurl.com/5wtj7z9 & http://q2l.org/ Ludic Interfaces and Design – november 2011](https://image.slidesharecdn.com/interfacesludicas-111102120107-phpapp01/75/Ludic-Interfaces-14-2048.jpg)









The document discusses ludic interfaces, emphasizing their playful nature and the broader concept of 'ludification' as opposed to just 'gamification'. It highlights their applications in education and therapy, citing examples like Quest to Learn and Romach, while also exploring the design principles essential for effective ludic interfaces. Ultimately, it presents the potential for ludic interfaces to enhance various experiences, including learning, therapy, and even advertising.













![Cases & examples
Quest to Learn
Quest to Learn is an exciting new school designed using
gaming principles to increase student engagement with
the curriculum as well as the real world.
Students learn by “taking on” the behaviors and
practices of the people in real-life knowledge domains.
Students learn to be biologists, historians and
mathematicians instead of learning about biology or
history or math. By using the structure of games, Quest to
Learn creates powerful educational tools to teach [to]
6th-12th graders. Games works as rule-based learning
systems, creating worlds in which players actively
participate, use strategic thinking to make choice, solve
complex problems, seek content knowledge and
consider the point of view of others.
Source: http://tinyurl.com/5wtj7z9 & http://q2l.org/ Ludic Interfaces and Design – november 2011](https://image.slidesharecdn.com/interfacesludicas-111102120107-phpapp01/75/Ludic-Interfaces-14-2048.jpg)







