001386716 000__ 03387cam\a2200493Ma\4500 001386716 001__ 1386716 001386716 003__ MaCbMITP 001386716 005__ 20240325105104.0 001386716 006__ m\\\\\o\\d\\\\\\\\ 001386716 007__ cr\un\nnnunnun 001386716 008__ 100416s2011\\\\mau\\\\\ob\\\\000\0\eng\d 001386716 020__ $$a9780262515658$$q(electronic bk.) 001386716 020__ $$a0262515652$$q(electronic bk.) 001386716 020__ $$a0262294168$$q(electronic bk.) 001386716 020__ $$a9780262294164$$q(electronic bk.) 001386716 0248_ $$a9786613020123 001386716 035__ $$a(OCoLC)708738085$$z(OCoLC)741251222$$z(OCoLC)961635242$$z(OCoLC)962614621$$z(OCoLC)968296310$$z(OCoLC)988473695$$z(OCoLC)1045475327 001386716 035__ $$a(OCoLC-P)708738085 001386716 040__ $$aOCoLC-P$$beng$$epn$$cOCoLC-P 001386716 050_4 $$aLB1028.5$$b.Q84 2011eb 001386716 08204 $$a371.33/44678$$222 001386716 24500 $$aQuest to learn :$$bdeveloping the school for digital kids /$$cKatie Salen [and others]. 001386716 260__ $$aCambridge, Mass. :$$bMIT Press,$$c©2011. 001386716 300__ $$a1 online resource (xx, 142 pages). 001386716 336__ $$atext$$btxt$$2rdacontent 001386716 337__ $$acomputer$$bc$$2rdamedia 001386716 338__ $$aonline resource$$bcr$$2rdacarrier 001386716 4901_ $$aThe John D. and Catherine T. MacArthur Foundation reports on digital media and learning 001386716 520__ $$aThe design for Quest to Learn, an innovative school in New York City that offers a "game-like" approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned--among other things--to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks. 001386716 588__ $$aOCLC-licensed vendor bibliographic record. 001386716 650_0 $$aInformation technology$$xStudy and teaching$$zUnited States. 001386716 650_0 $$aComputers$$xStudy and teaching$$zUnited States. 001386716 650_0 $$aInternet in education$$zUnited States. 001386716 653__ $$aEDUCATION/Digital Media & Learning 001386716 653__ $$aGAME STUDIES/Games in Education 001386716 653__ $$aINFORMATION SCIENCE/Technology & Policy 001386716 655_0 $$aElectronic books 001386716 7001_ $$aSalen, Katie. 001386716 852__ $$bebk 001386716 85640 $$3MIT Press$$uhttps://doi.org/10.7551/mitpress/8909.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001386716 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001386716 909CO $$ooai:library.usi.edu:1386716$$pGLOBAL_SET 001386716 980__ $$aBIB 001386716 980__ $$aEBOOK 001386716 982__ $$aEbook 001386716 983__ $$aOnline