Quest to Learn | |
---|---|
Address | |
351 West 18th Street 10011 United States | |
Coordinates | 40°44′36″N74°00′10″W / 40.74333°N 74.00278°W |
Information | |
School type | Public secondary |
Established | 2009 |
School district | New York City Department of Education |
School number | M422 |
CEEB code | 333894 [1] |
Principal | Marina Galazidis |
Grades | 6-12 |
Enrollment | 591 |
Color(s) | Orange and blue |
Mascot | Titan |
Nickname | Quest or Q2L |
Team name | Titans |
Website | www |
Quest to Learn (Q2L) is a public middle and high school in New York City. [2] The school is operated by the New York City Department of Education and is located in the Bayard Rustin Educational Complex in the Chelsea neighborhood of Manhattan.
The creation of the school was a collaboration between the Institute of Play and the New York City Department of Education, with backing from the MacArthur Foundation and support from New Visions for Public Schools. [3] The school began in the 2009–2010 school year with one sixth grade class, and added a new grade every year until 2015 when it became a fully functioning combined middle and high school encompassing grades 6-12. Game designer and educator Katie Salen was one of the chief designers of the school. [4]
Q2L's standards-based curriculum is developed collaboratively by teachers, game designers, and curriculum designers. Curriculum design mimics the design principles of games by framing every piece of the curriculum as a mission that involves game strategies such as collaboration, role-playing, and simulation. The school encourages hands-on problem solving, [5] and is designed to promote learning of skills many experts say are necessary for college and career success, such as systems thinking, collaboration, and digital literacy. Not only do students play games in the classrooms, they learn to make them in order to demonstrate their systems thinking skills. [4] [6]
Quest to Learn emphasizes "7 Principles of Game-Based Learning": [7]
Quest To Learn looks to engage their students through a unique learning style which incorporates games, hands-on activities, and collaborative activities. The student body is very diverse, with students having numerous cultural and ethnic backgrounds.
According to Brian Waniewski, the Managing Director of the Institute of Play in 2012, Quest to Learn's students "are performing at or above New York City-wide averages on standardized tests. In the first 20 months of the school’s operation, students showed statistically significant gains in systems thinking skills, according to a study from Florida State University. [8]
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.
Katie Salen Tekinbaş is an American game designer, animator, and educator. She is a professor at the University of California, Irvine. Previously, she taught at DePaul University College of Computing and Digital Media, Parsons The New School for Design the University of Texas at Austin, New York University, and the Rhode Island School of Design. She has an MFA in graphic design from the Rhode Island School of Design.
Project-based learning is a teaching method that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems. Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem. It is a style of active learning and inquiry-based learning. Project-based learning contrasts with paper-based, rote memorization, or teacher-led instruction that presents established facts or portrays a smooth path to knowledge by instead posing questions, problems, or scenarios.
The International School of Curitiba (ISC), founded in 1959, is located in Curitiba, Paraná, Brazil.
Idit R. Harel is an Israeli-American entrepreneur and CEO of Globaloria. She is researcher of learning sciences and of constructionist learning-based EdTech interventions.
Globaloria is an online learning platform oriented to K-12 curricula to teach students to design, prototype, and code educational web/mobile games and simulations with industry-standard technology as a means of learning content and creative innovation skills. Globaloria was developed in 2006 by Idit Harel as a project of the World Wide Workshop Foundation with the stated mission of providing all primary and secondary school students in the U.S. with STEM and computing education opportunities. Globaloria is noteworthy among MOOCs as it is based in constructionist learning theory and Harel's research in the MIT Media Lab.
Saint Francis School is a Private, Independent, not for profit, college preparatory school with no religious affiliation that has been serving students of the Metro Atlanta area since 1976. Saint Francis School is accredited by the Georgia Accrediting Commission (GAC), the Southern Association of Independent Schools (SAIS), and the Southern Association of Colleges and Schools (SACS). It is a member of Georgia Independent School Association (GISA) and the Atlanta Area Association of Independent Schools (AAAIS).
Inquiry-based learning is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teacher presenting facts and their knowledge about the subject. Inquiry-based learning is often assisted by a facilitator rather than a lecturer. Inquirers will identify and research issues and questions to develop knowledge or solutions. Inquiry-based learning includes problem-based learning, and is generally used in small-scale investigations and projects, as well as research. The inquiry-based instruction is principally very closely related to the development and practice of thinking and problem-solving skills.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
Nicholas Fortugno is an American game designer and educator. Fortugno is CCO of Playmatics LLC, a New York City-based game development studio focusing on casual games and co-founded with Margaret Wallace.
The Bayard Rustin Educational Complex, also known as the Humanities Educational Complex, is a "vertical campus" of the New York City Department of Education which contains a number of small public schools. Most of them are high schools — grades 9 through 12 – along with one combined middle and high school – grades 6 through 12.
The UC Berkeley-UCSF Joint Medical Program (JMP) is a joint degree program in the University of California system between the UC Berkeley School of Public Health and the UCSF School of Medicine. Students spend their pre-clerkship years at UC Berkeley engaging in a unique medical curriculum centered around student-led inquiry while simultaneously earning a master's degree (MS) in the Health and Medical Sciences at Berkeley Public Health. After two and a half years, students move across the Bay to UCSF to finish their medical education and receive their medical doctorate (MD).
The Institute of Play (IOP) was a 501(c)(3) corporation founded in 2007. Based in New York City, the institute offered school design services, educator programs, game and curriculum design, and corporate trainings / workshops.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful. They motivate players to persevere and simultaneously teach players how to play the game. These games give a glimpse into how one might create new and more powerful ways to learn in schools, communities, and workplaces. Gee began his work in video games by identifying thirty-six learning principles that are present in—but not exclusive to—the design of good video games. He further argues for the application of these principles into the classroom environment. What Video Games Teach Us about Learning and Literacy is a call to educators, teachers, parents and administrators to change the approach to pedagogy.
Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn is a book by CUNY Graduate Center professor Cathy Davidson published by Viking Press on August 19, 2011.
In U.S. education, deeper learning is a set of student educational outcomes including acquisition of robust core academic content, higher-order thinking skills, and learning dispositions. Deeper learning is based on the premise that the nature of work, civic, and everyday life is changing and therefore increasingly requires that formal education provides young people with mastery of skills like analytic reasoning, complex problem solving, and teamwork.
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities. Researchers also study how the data generated by gameplay can be used to design the next generation of learning assessments.
21st century skills comprise skills, abilities, and learning dispositions identified as requirements for success in 21st century society and workplaces by educators, business leaders, academics, and governmental agencies. This is part of an international movement focusing on the skills required for students to prepare for workplace success in a rapidly changing, digital society. Many of these skills are associated with deeper learning, which is based on mastering skills such as analytic reasoning, complex problem solving, and teamwork, which differ from traditional academic skills as these are not content knowledge-based.
Madeline is a series of educational point-and-click adventure video games which were developed during the mid-1990s for Windows and Mac systems. The games are an extension of the Madeline series of children's books by Ludwig Bemelmans, which describe the adventures of a young French girl. The video-game series was produced concurrently with a TV series of the same name, with characters and voice actors from the show.
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