My students have one week left in the second quarter, and then they immersed in midterms. I've been thinking about what changes I want to make to the Quest program for the third quarter. For starters, I want to make it completely self-paced. Up to this point, students have had to meet certain requirements every two weeks. They could choose which quests to complete on different days, but they had to complete those quests by the end of the two weeks.
Now that my students are used to the structure of the class and the different types of quests I typically assign, I'm ready to set them loose. What might this mean? One student might fly through a year's worth of grammar in a month, and then focus on vocab. Another might dabble in literature for a couple of weeks, then address vocab and grammar together.
I think I will conference with every student to set up goals every few weeks. This will allow me to give them individualized feedback, which will translate in progress grades. I am looking for mastery of material, which is going to look different for different students.
What I particularly like about this setup is the ability for students to truly "win" the class before the end of the year. I have several students who are ready to be set loose to fly. They don't want to be reigned in! If they reach the end early, I can supplement with enrichment material, which will be particularly helpful for those students who wish to transfer out of the Quest program, back to the regular classroom.
I imagine the biggest challenge will be getting students to work through those quests which are necessary but not appealing. I will have to work twice as hard to create quests that engage students in essay writing for the SATs in a meaningful, authentic way.
Game on!
Showing posts with label Quest Based Learning. Show all posts
Showing posts with label Quest Based Learning. Show all posts
Monday, January 13, 2014
Wednesday, January 8, 2014
Quest for Rivendell
My Basic Skills Quest 11th & 12th grade students just finished Book 1 of The Fellowship of the Ring, where Frodo makes it to Rivendell by the skin of his teeth (and some help from the elves!). To help my students understand how perilous this journey was, we jumped into Lord of the Rings Online for a class field trip.
We met together in Hobbiton to start the journey - I with my level 34 elf, Aelthren, and the rest of the class with their low level hobbits, men, and elves. The goal: reach Rivendell!
At first, the journey was much like a hobbit walking party. We followed the path the hobbits took through the back country, ending up at Farmer Maggot's. After a quick hello to Maggot's dogs, Grip and Fang, we were off again. I instructed the class to stay together, but regularly one would stray to take down a mosquito or a bobcat (and often required my assistance just to stay alive after their bravado proved insufficient to assist in some kills).
The problems really began when we hit the Old Forest through a gap in the hedge near Crick Hollow. Just as in the book, the Old Forest is disorienting and somewhat scary - especially for low level characters. I was constantly herding the class down safe avenues, one-shotting any enemies that popped up. You could see the difference in student heart rates between the journey through the Shire and the Old Forest. It was easy for my students to connect with the fear and frustration of the hobbits they read about.
After the Old Forest, we attempted a short jaunt through the Barrow Downs, but things quickly fell apart. A few students again thought that they could handle things themselves, but were proved wrong when they had to revive a fair distance away. Others were terrified when we dropped into a barrow and they saw the wights and severed hands. Yes!! Another connection with the terror Frodo felt.
We somehow emerged safely through the Barrow Downs into Bree. I took the students into the Prancing Pony where they met Strider for the first time. They were so excited to finally see a character from the book. Huzzah! We left the Prancing Pony through the back door, and took a cross-country jaunt through the Chetwood and the Midgewater Marshes.
Things again picked up at the Lone Lands. I instructed my students to stay close with me - we attempted a run for Weathertop. I told students to ignore all orcs and ravens... it was Weathertop or bust! Amazingly, we made it on the first try without losing too many students to foolish side adventures. However, my screen decided to freeze on the very top of Weathertop, and when it finally unfroze, I apparently had taken a fatal cliff dive which gave my students great joy.
After Weathertop, it was another sprint to the Last Bridge before the deadly Trollshaws. I lectured my students on staying with me - the Trollshaws are no place for a hobbit walking party. Unfortunately, I seem to have a pile of Pippins in my class. No sooner had we left the bridge then a few of them decided to test their metal against a forest creature. They... didn't make it three steps before they had to revive.
Flash forward to today: we are now attempting to regroup and make the final run for Rivendell. Instead of sticking together, I've turned over the strategizing to the students. Some of them want to make a solo attempt, others want me to continue acting as guide. We will see who is able to make it in the end. I know solo attempts are possible - I have made the chicken run myself from Michel Delving in the Shire to Rivendell as a Level 1 chicken.
I have loved this "field trip" so far, because it has helped my students understand the peril of the journey and the great distance Frodo and company had to travel. Later my students will transfer this learning into an essay where they compare Frodo's experiences as a literary hero with their own in-game and IRL (in real life) experiences. In the mean time, we will keep questing for Rivendell... and win the quest!
Wednesday, November 6, 2013
Problem Solving through Gaming
This morning, two of my students jumped into Pirate101 to complete a quest for class. I overheard them working together while trying to solve a problem. One student would brainstorm a possible solution, they would try it together, evaluate the outcome, and then adjust and try again. Over. And. Over. Until... success! Epic win!
THIS is why we game in class. THIS is what I want my students to understand - because this is how we learn.
THIS is why we game in class. THIS is what I want my students to understand - because this is how we learn.
Friday, August 2, 2013
CCA Quest
Introducing... my latest project:
CCA Quest
I am taking over the 7-12 Basic Skills English program at my school and completely transforming the classroom experience for these students. Using 3D GameLab and three different MMOs, we will be exploring together literature, writing, vocabulary, and grammar.
Students will be using the games as the backdrop for their literature. We will be comparing/contrasting experiences in-game and in-book, practicing writing through crafting authentic game guides, and learning vocabulary using in an individualized student-paced method.
I will also be challenging myself to regularly blog through this experience, chronically the challenges and successes. Should be fun!
I am taking over the 7-12 Basic Skills English program at my school and completely transforming the classroom experience for these students. Using 3D GameLab and three different MMOs, we will be exploring together literature, writing, vocabulary, and grammar.
Students will be using the games as the backdrop for their literature. We will be comparing/contrasting experiences in-game and in-book, practicing writing through crafting authentic game guides, and learning vocabulary using in an individualized student-paced method.
I will also be challenging myself to regularly blog through this experience, chronically the challenges and successes. Should be fun!
Thursday, May 16, 2013
Attractive Quest Design
When designing a quest for students to complete (whether on 3D GameLab or the LMS of your choice) attractiveness is crucial for success. Will your students choose to complete the quest? How will they make that decision? What are the deciding factors? In my experience at the 3D GameLab Teacher Camp this month, I encountered many different quests. Some were excellent, others were ok. Some were well-written, others needed a spell checker. Some were engaging, others were a slog. But how specifically does the attractiveness of a quest contribute to learning and engagement?
First off, if a quest is not attractive visually, it won't attract the student. Second, a quest needs to have meaningful purpose to contribute to learning. Does the student understand the value of this quest? Is it mere busy work for XP? Or does the completion of the quest demonstrate authentic learning? Let's explore the visual attractiveness. If I have to scroll through paragraph after paragraph of text.... *yawn*... you've lost me, and I suspect you've lost your student. It's crucial to break those types of quests into shorter quests. Also, pictures, videos, even simple things like color & font size - all of these things need to be considered. What about including an embedded voice widget for students who prefer audio learning? Now, let's talk about meaningful purpose. What am I gaining from this quest? As the designer of a quest, this information can be gauged by student reviews. If reviews are low, it's time to look again at the quest. I don't like my time to be wasted, and the same goes for my students. We need to respect our students' time and cut to the chase with relevant, captivating, purposeful quests.
In conclusion, I offer the following graphic for consideration after designing a quest:
First off, if a quest is not attractive visually, it won't attract the student. Second, a quest needs to have meaningful purpose to contribute to learning. Does the student understand the value of this quest? Is it mere busy work for XP? Or does the completion of the quest demonstrate authentic learning? Let's explore the visual attractiveness. If I have to scroll through paragraph after paragraph of text.... *yawn*... you've lost me, and I suspect you've lost your student. It's crucial to break those types of quests into shorter quests. Also, pictures, videos, even simple things like color & font size - all of these things need to be considered. What about including an embedded voice widget for students who prefer audio learning? Now, let's talk about meaningful purpose. What am I gaining from this quest? As the designer of a quest, this information can be gauged by student reviews. If reviews are low, it's time to look again at the quest. I don't like my time to be wasted, and the same goes for my students. We need to respect our students' time and cut to the chase with relevant, captivating, purposeful quests.
In conclusion, I offer the following graphic for consideration after designing a quest:
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