(2010-09-15) Quest To Learn

Fresh profile of Quest To Learn (most of the work was done on this article 6mo ago). Katie Salen, like many people interested in education, has spent a lot of time thinking about whether there is a way to make learning feel simultaneously more relevant to students and more connected to the world beyond school. And the answer, as she sees it, lies in Computer Game-s.

Quest to Learn is now beginning its second year, with about 145 sixth and seventh graders, all of whom were admitted by a districtwide Lottery.

Nearly every aspect of life at Quest to Learn is thus designed to be gamelike, even when it doesn’t involve using a computer (Real World Game). Students don’t receive grades but rather achieve levels of expertise, denoted on their report cards as “pre-novice,” “novice,” “apprentice,” “senior” and “master.” They are enlisted to do things like defeat villains and lend a hand to struggling aliens, mostly by working in groups to overcome multifaceted challenges, all created by a collection of behind-the-scenes game designers. The principles are similar to those used in Problem Based Learning, a more established educational method in which students collaborate to tackle broad, open-ended problems, with a teacher providing guidance though not necessarily a lot of instruction... Once it has been worked over by game designers, a lesson doesn’t look like a lesson anymore. It is now a Quest.

Quest to Learn students who took federally mandated Standardized Test-s last spring scored on average no better and no worse than other sixth graders in their district, according to Elisa Aragon, the school’s executive director. Valerie Shute, an assessment specialist in the educational psychology and learning systems department at Florida State University, is working on a Mac Arthur-financed effort to develop and test new assessment measures for Quest to Learn, which are meant to look at progress in areas like Systems Thinking, Team Work and Time Management. The federal government is likewise sponsoring an overhaul of standardized tests to be introduced in the 2014-2015 school year, with added emphasis on “higher order” thinking and problem-solving skills.

Quest to Learn’s most innovative piece of technology was set up in a corner of one classroom, looking something like an extremely wired stage set. This was the school’s $18,000 S M A L Lab, which stands for “situated multimedia art learning lab,” a system now being used in a handful of schools and museums around the country. Created by a team led by David Birchfield, a media artist at Arizona State University, it is a 3-D learning environment, or in designspeak, a “hybrid physical-digital space.” In Smallab sessions, students hold wands and Sputnik-like orbs whose movements are picked up by 12 scaffold-mounted motion-capture cameras and have an immediate effect inside the game space, which is beamed from a nearby computer onto the floor via overhead projector. It is a little bit like playing a multiplayer Wii game while standing inside the game instead of in front of it. (Hmm, sounds like an ITP Processing project!)

James Paul Gee says that in working through the levels of a complex game, a person is decoding its “internal design grammar” and that this is a form of Critical Thinking. “A game is nothing but a set of problems to solve,” Gee says. Its design often pushes players to explore, take risks, role-play and strategize — in other words putting a game’s informational content to use.

“The goal is that they’re comfortable expressing themselves in any media, whether it’s video, audio, podcast, the written word, the spoken word or the animated feature.” Al Doyle added: “Game design is the platform that we can hook them into because this is where they live. Video games are more important to them than film, than broadcast television, than journalism. This is their medium. Games are this generation’s rock and roll.”

In the brief quiet that followed, he announced that, connected to work they were doing on ancient architecture, each student was to design a game that took place inside either a labyrinth, a pyramid or a cave. This would happen using an online game-making platform called Gamestar Mechanic, which was developed by Katie Salen and a team and is soon to be sold commercially. The platform allows users to learn game-making skills without being versed in programming language.

The language of gamers is, when you begin to decipher it, the language of strivers. People who play video games speak enthusiastically about “leveling up” and are always shooting for the epic win. Getting to the end of even a supposedly simple video game can take 15 or more hours of play time, and it almost always involves failure — lots and lots of failure. This concept is something that Will Wright, who is best known for designing the Sims game franchise and the 2008 evolution-related game Spore, refers to as “failure-based learning,” in which Failure is brief, surmountable, often exciting and therefore not scary... Ntiedo Etuk: “Failure in an academic environment is depressing. Failure in a video game is pleasant. It’s completely aspirational.” (Iterative)

But given that digital games like those designed by JanPlass and his colleagues allow researchers to capture and examine a student’s second-by-second decision-making, they offer what seem to be uniquely refined opportunities to peer into the cognitive process. What they are studying, Plass said, is the science behind focused Engagement — a psychological phenomenon known as “flow.” (Flow State)

The accompanying Video frames the Curriculum as Systems Thinking.


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