Open Access. Powered by Scholars. Published by Universities.®
- File Type
Articles 1 - 7 of 7
Full-Text Articles in Education
Quests, Badges, And Leveling Up In A Game-Based Curriculum, Chris Haskell, Kristi Mesler
Quests, Badges, And Leveling Up In A Game-Based Curriculum, Chris Haskell, Kristi Mesler
Chris Haskell
This research proposal reports on the practice of quest-based/game-based instructional design as well as two years of iterative design-based research (DBR) of the instructional design approach, curriculum, and tool. It also focuses on reportable student data from a semester long project aiming to identify attractive design and satisfying learning experiences in QBL.
Why Game-based Approaches?
Critics of the American education system point to student boredom, lack of personalized and relevant instruction, and a deficit of 21st century skills as challenges to producing productive citizens of a modern, digital society (Eccles & Wingfield, 2002; Ketelhut, 2007; U.S. Department of Education Office …
Experiential Learning In Virtual Worlds, Tom Atkinson, Chris Haskell
Experiential Learning In Virtual Worlds, Tom Atkinson, Chris Haskell
Chris Haskell
Experiential activities are among the most powerful teaching and learning tools available. Join this presentation and open discussion of 4 principles: immersion, identity, interaction, integration, and how imagination and emotion contribute to this process.
Changing The Game Of School: Technology & The Future Of Education, Chris Haskell
Changing The Game Of School: Technology & The Future Of Education, Chris Haskell
Chris Haskell
Our American educational system will change more in the next 10 years than it has in the last 100. To understand how it will change, one needs only to look at the rich and tumultuous history of our schools. Colonialism, expansionism, industrialism, and social change have all had dramatic effects on the way our schools have been organized, meet the needs of students, and serve society. The information revolution has changed our world more dramatically than any of the previous paradigm shifts. It will change school as well.
Dr. Haskell will talk about the trends of societal and systemic change, …
Cloud Party: The Intersection Of Virtual Worlds & Mainstream Social Networks, Robin Armstead, Chris Haskell
Cloud Party: The Intersection Of Virtual Worlds & Mainstream Social Networks, Robin Armstead, Chris Haskell
Chris Haskell
With the cost of educational spaces in Second Life skyrocketing over the past year, can the Facebook app, Cloud Party, serve as a new medium for synchronous gathering, asynchronous learning spaces, and safe educational spaces? This article explores the merits of using Cloud Party as a learning environment.
Webinar: The Game-Based Curriculum: Directing Learning With Quests, Badges, Achievements, & Truly Personalized Learning, Chris Haskell
Webinar: The Game-Based Curriculum: Directing Learning With Quests, Badges, Achievements, & Truly Personalized Learning, Chris Haskell
Chris Haskell
No abstract provided.
Understanding Quest-Based Learning [White Paper], Chris Haskell
Understanding Quest-Based Learning [White Paper], Chris Haskell
Chris Haskell
Those critical of the American education system point to the lack of student engagement and boredom, the absence of personally relevant content and instruction for diverse learners, and antiquated tools and instructional approaches as issues that prevent student success (Barab et al., 2009; Eccles & Wingfield, 2002; Ketelhut, 2007; U.S. Department of Education Office of Educational Technology, 2010).
Educational institutions, administrators, teachers, students, and parents, continually search for solutions to the problems challenging student success, engagement, and fulfillment of academic expectations. Availability of rich digital content, myriad outlets of information and resources, and new delivery platforms continue to revolutionize student …
3d Gamelab: Quest-Based Pre-Service Teacher Education, Chris Haskell, Lisa Dawley
3d Gamelab: Quest-Based Pre-Service Teacher Education, Chris Haskell, Lisa Dawley
Chris Haskell
Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for effectively employing games, like quest-based learning, as educational tools are developing. This chapter explores the use of game-based pedagogy for a pre-service teacher education course, as well the development of a quest-based learning management system (3D GameLab) to support the class. The chapter is grounded in design-based research, and discusses four phases of development and theory generation. In each of these phases, the quest-based learning management system, course curriculum, and game-based pedagogy were subject to the same iterative process to …