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ISTE 2012 > Program > Search Results Details

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SAP131O Turn Your Class into a Living Game with Quest-Based Learning!

[Workshop : Hands-on]
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Saturday, 6/23/2012, 12:30pm–3:30pm
Lisa Dawley, Boise State University with Mark Suter

Using the first ever quest-based learning platform, you'll engage in hands-on questing, learn to design quests, and develop reward systems for engaging learning!  Recommended by ISTE's SIGGS  (Contains Commercial Content)

Fee: $99 ($109 after May 1)
Length: Half-day
   
Theme/Strand: Digital-age Teaching & Learning—Games & Simulations
Audience Skill: Beginner
Prerequisite Skills: Familiarity with social networks (like Facebook) and/or learning management systems (blackboard) is helpful.
Prerequisite Hardware/Software: Laptop and/or mobile device, internet access.
   
NETS•S: 1- 6
NETS•T: 1- 5
NETS•A: 1- 5
Common Core (Literacy): Reading (6-12), Reading (K–5), Writing (6-12), Writing (K–5)
Common Core (English): Language (6–12), Language (K–5), Reading (6–12), Reading (K–5), Speaking and Listening (6–12), Speaking and Listening (K–5), Writing (6–12), Writing (K–5)
Common Core (Mathematics): 3–5, 6–8, 9–12: Algebra, 9–12: Functions, 9–12: Geometry, 9–12: Modeling, 9–12: Number and Quantity, 9–12: Statistics and Probability, K–2
Keywords: games, professional development, quests, design,
   
E-mail: lisadawley@boisestate.edu
Primary URL: 3dgamelab.org


Purpose & Objectives

Bring your laptops! We'll be working together to explore quest-based learning using 3D GameLab. 3D GameLab is a unique learning platform that uses game-mechanics such as quests, experience points, ranks, levels, badges and awards to create engaging learning. Learn more at 3dgamelab.org and read about our recent DML Badges Competition award!! Boise State University

During the workshop, we'll:

1. introduce teachers to the concept of quest-based learning and the use of reward systems (experience points, awards, badges) to create engaging learning.

2. give hands on experience "playing" quests and earning badges to understand this unique approach to teaching, learning, and professional development. Emphasis is on fun, play, and learning.

3. give teachers an opportunity to design their first quests using a wysiwyg interface, starting from scratch or by "cloning" and remixing quests from our Creative Commons database of hundreds of quests.

4. discuss implementation strategies, issues, and examples of our teachers are currently using 3D GameLab with their students.

EARLY RESEARCH RESULTS

1. Students are completing 1.5 to 2X more work on average!
2. A larger percentage of students are receiving "A's."
3. Learning is persistent! Over 50% of students continue questing after the unit or class is over.

Outline

The 3 hour workshop will be broken into three phases, each lasting approximately one hour:

1. Game play and learning, what is quest-based learning and why does it work? (30 min)

2. Hands-on questing using 3D GameLab, quests will support ISTE NETs for teachers, so teachers are simultaneously receiving teacher professional development while they are experiencing quest-based learning. (1.5 hours)

3. Hands-on experience learning to design their own quests and chains of quests to support learning in and out of the classroom. (1 hour)

Supporting Research

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Presenter Background

Dawley, L. (2011, June). Quest-based inquiry across immersive learning environments: Access, choice, and powerful new modes of learning. Invited speaker at the annual meeting of the National Science Teachers Association, ISTE, Philadelphia, PA.

Jones, G., Dawley, L. & Dede, C. (2011, June). Games, simulations, virtual environments for learning and teaching. Invited panel address at the International Society for Technology in Education, Philadelphia, PA.

Dawley, L. (2011, June). Promoting teen leadership through quest-based learning: a engaging tale. Invited keynote speaker at the Games & Learning SIG, International Society for Technology in Education, Philadelpha, PA.

Dawley, L. & Haskell, C. (2011, May). Quest-based learning: Turn your class into a living game. AECT invited webinar.

Dawley, L. (2011, May). Build, play, live the game! Using immersive and game-based environments for serendipitous learning and innovation. Invited closing keynote at the 4T Virtual Conference, www.4tvirtualcon.com/.

   
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