LEADER 04051oam 2200637Ma 450 001 9910141011303321 005 20190503073356.0 010 $a0-262-29416-8 024 8 $a9786613020123 035 $a(CKB)2670000000079843 035 $a(EBL)3339209 035 $a(SSID)ssj0000486864 035 $a(PQKBManifestationID)12212894 035 $a(PQKBTitleCode)TC0000486864 035 $a(PQKBWorkID)10449740 035 $a(PQKB)11688114 035 $a(MiAaPQ)EBC3339209 035 $a(OCoLC)708738085$z(OCoLC)741251222$z(OCoLC)961635242$z(OCoLC)962614621$z(OCoLC)968296310$z(OCoLC)988473695$z(OCoLC)1045475327 035 $a(OCoLC-P)708738085 035 $a(MaCbMITP)8909 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/78506 035 $a(EXLCZ)992670000000079843 100 $a20100416d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aQuest to learn $edeveloping the school for digital kids /$fKatie Salen [and others] 210 $aCambridge, Mass. $cMIT Press$dİ2011 215 $a1 online resource (164 p.) 225 1 $aThe John D. and Catherine T. MacArthur Foundation reports on digital media and learning 300 $aDescription based upon print version of record. 311 $a0-262-29417-6 311 $a0-262-51565-2 320 $aIncludes bibliographical references. 327 $a""Contents""; ""Series Forward""; ""Preface""; ""About This Document""; ""Ten Core Practices Defining Quest to Learn""; ""Glossary""; ""Background""; ""Mission""; ""The Quest to Learn Community""; ""Game-Based Learning and Knowing""; ""Curriculum and Instruction""; ""Curriculum Structure""; ""Key Characteristics""; ""Sample Discovery Mission and Quests""; ""School Design Team""; ""References"" 330 $aThe design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned--among other things--to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks. 410 0$aJohn D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning. 606 $aInformation technology$xStudy and teaching$zUnited States 606 $aComputers$xStudy and teaching$zUnited States 606 $aInternet in education$zUnited States 610 $aEDUCATION/Digital Media & Learning 610 $aGAME STUDIES/Games in Education 610 $aINFORMATION SCIENCE/Technology & Policy 615 0$aInformation technology$xStudy and teaching 615 0$aComputers$xStudy and teaching 615 0$aInternet in education 676 $a371.33/44678 701 $aSalen$b Katie$0627079 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910141011303321 996 $aQuest to learn$92286071 997 $aUNINA