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students-entire worlds in which increased police presence will make the
here can a 10-year- learners are central, important partici- virtual town safer. The next time the
old have an impact pants-worlds where what they know is student returns to this virtual town, he
on the world? directly related to what they are able to or she may encounter cameras on every
Answer: In a virtual do and, ultimately, who they become building or a police oEficer on every
world. (Gee, 2003; Gee Q Levine, 2009). comer. Accountability is not based on
Video games, recently surpassing In the games we design, children can an external test, but on the conse-
Hollywood films in annual sales, have become environmental scientists, inves- quences of one's choices.
become one of the most popular forms tlgatlve reporters, statistical consultants, In this context, students learn how to
of entertainment. Yes, they are fun, but and historians By adopting a persona, investigate and pose solutions-and
they also offer players a chance to take or "avatar," they make choices that they learn what it means to be histo-
on new roles and experience worlds in determine how events transpire and rians, scientists, or mathematicians.
which they learn and problem solve. what characters In the game wdl do Students often find a passion for curric-
Recognizing the power of this medium, next. For example, in one of our ular content and begin to see themselves
designers are now creating games specif- scenarios, a student playng the game as capable of solving interesting prob-
ically for education. Vastly different takes on the role of statistician, and lems. We believe this kind of approach
from brightly packaged drill-and- in-game characters ask the student truly ensures that no child IS left behind
oecause it offers students opportunities
to engage w t h curricular content and 1 FIGURE 1. Screenshot ofTaiga World, a Quest to ExploreWater Quality 1
appreciate that content's value.
As part of our Quest Atlantis project
(see www.QuestAtlantis.org),we have
designed hundreds of gaming activities
to teach disciplinary content, which Markeda
have been used by thousands of chil-
dren around the world. Through our
study of students' practice, we have
developed a new theory about how
students best learn. What we seek to
foster in students is something we call
transfomatlonal play.
Each game involves a knowledge
quest and interactive tasks that take
place in one of 15 virtual worlds.
Educators can go to www.Quest
Atlantis.org, download Quest Atlantis
for free, and try a sample unit. The
themes of these worlds align w t h
In this activity, a player interacts with an in-game character (Markeda), selecting
academic subject matter-such as statis- dialogue responses that are consistent with his or her perspective on the scenario.
tics or persuasive writing-and each I
quest taps into subject knowledge.
For example, we designed an aquatic et a1 , 2007). Students might choose to
park called Taiga World to host a unit Our virtual quests outlaw logging in the park because
on water quality (see fig. 1).Students logging causes erosion, or they might
are assigned tasks, such as making the expand on strategies forbid farming near the river because a
water in the river safer for aquatic life. chemical runolf changes the water's pH.
To complete the task, students need to associated with They experience the consequences of
know about water quality, including pH, these decisions as the simulation takes
dissolved oxygen, and turbidity We traditional project- them 10 years into the future. They
vlew games like these as environments might discover that the park has gone
that make academic content a necessary based curriculums. bankrupt because no farmers or loggers
tool and that position the learner as a were paymg taxes. Students can then
hero who transforms a virtual world. reflect on the weaknesses of their initial
In transformational play, students solution and consider a solution that
Getting toTransformationa1 Play become immersed in activities that demonstrates a better balance between
Merely playng a game does not ensure engage them intellectually and push the needs of the ecosystem and socio-
that a student is engaged in transforma- back on their thinking and actions. economic issues.
tional play To play transformationally,a Rather than working on problems in Research indicates that such immer-
player must become a protagonist who which they must imagine the implica- sive technologies enhance student
uses the knowledge, skills, and concepts tions of their decisions (as in most learning. In one comparison study, a
embedded in curricular content to make project-based work), students experi- teacher used Quest Atlantis games in a
sense of a fictional situation and make ence consequentiality science curriculum with one student
choices that transform that situation. In Taiga, our game connected to a group and taught the identical
Positioning students in this way sparks unlt on water quality, a park ranger asks curriculum to another group of students
their interest, but equally important, students to investigate what is causing through traditional methods. The
leads to deeper engagement w t h fish decline in the virtual park and to students who used Quest Atlantis
content. come up w t h a solution (Barab, Zuiker, learned significantly more science
A S C D / w w w . a s c o . o ~ c 77
concepts than the traditional classroom inspired by Mary Shelley's Frankenstein. travel through town. As players
students, showed higher engagement, Once teachers assign the unit to their encounter characters, each player can
and demonstrated increased intrinsic class, students can travel to a village interview them about what has been
motivation (Arici, 2008; Hickey et al., in named Ingolstadt. As they interact with happening. Each character responds
press). When these groups were tested local villagers, they develop a position with a programmed script describing
two months later, the students who about whether the local doctor (Dr. that person's experiences with the
learned through the virtual game Frank) should be allowed to create an plague and givlng an opinion about Dr.
remembered more science content than artificial life form in the hopes of finding Frank's effort to stop the epidemic.
the traditionally taught students did a cure for the plague afflicting the town. The core tension is that he doclor
(Arici, 2008). Let's look at how playlng Dig~tal has created a living creature; he is exper-
As one teacher who used the fractions Prometheus engages students in inter- imenting on that creature with the
unit in Quest Atlantis's math world
noted:
The kids [were]not [acting as] 5th
I FIGURE 2. Screenshots from the Digital Prometheus Game I
graders. They had a task. They had a
mission, and anytime you . . . invite the
kids to be something other than a
student, you're going to automatically see
motivational gains. There's a lot more
perseverance. There was a lot of reading
to be done, but kids were sticking with it.
If I handed them a textbook, I would not
see the same endurance.
1
Teaching for the 21st Century
8 What Would Socrates Say? 22 why Creativity NOW?
Peter W Cookson Jr A Conversation with Sir Ken Robinson
Do we need to craft a new model of Amy M. Azzam
educationfor the 21st century? ItS a Creativity is a crucial skill, Sir Ken tells us.
question worthy of Socrates.
dB Listen to an intewlew with this creatinty
The 21 C~anrurySkills Mavement expert at www.ascd.orglel.
Pa~geJohnson
The chair of the Partnershipfor 21 st 28 The Science Students
Century Shills spells out goals. Need to Know
JamesTrefil and Wanda O'Bnen-Tref~l
50 A Well-Rounded Education
for a Flat World
Richard H. Hersh
The simplistic debate about content versus
shills is moot in a world that demands both.
I LEARN. TEACH. LEAD.
1 Journal Staff
7 21-Age
Marge Scherer
of Change
I Amy M . Azzam
Senior Associate Editor
I
Cheryl Lemke and Ed Coughlr
Why we must reinvent authentic instruction 83 Six Step m Bener Lucy Robertson
I
Robert J. Marzano Judi Connelly
Senior Graphic Designer
I
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Mike Kalyan
Yong Zhao
83 Taking the Digital Plunge Product~onManager
I
Bill Ferriter Katy Wogec
to llve peaceftllly? Rights and Permissions Manage)
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Brittany A. Bowen
www.ascd.org/authortalks#Zhao. 87 The Craft of Conversgtion Advert~singManager
Joanne Rooney
Ron Miletta
Assistant Executive Dircctor
for Program Development
When businesses share their problems w t h
Nancy Modrak
students, some surprising solutionc recult. Publisher
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