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Chapter 13 - Game Review

Quest Atlantis

Published online by Cambridge University Press:  05 May 2015

Michael Thome
Affiliation:
Raytheon BBN Technologies
Talib S. Hussain
Affiliation:
Raytheon BBN Technologies
Susan L. Coleman
Affiliation:
Intelligent Decision Systems, Inc.
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Summary

Abstract

Quest Atlantis is a virtual world that has been developed for the express purpose of leveraging children’s familiarity with online videogame metaphors to provide flexible and high-quality educational curricula to students. The combination of compelling technology, a rich ecosystem of educational materials, and a class-centric focus contributes to a complete system that stands on its own as well as offers guidance to developers of similar systems.

Introduction

Quest Atlantis (QA) is a three-dimensional virtual world designed from the ground up to be an engaging educational environment for middle and early high school children (Barab et al., 2005) using the principle of transformational play: “In transformational play, students become immersed in activities that engage them intellectually and push back on their thinking and actions. Rather than working on problems in which they must imagine the implications of their decisions (as in most project-based work) students experience consequentiality” (Barab, Gresali, & Arici, 2009 , p. 77).

Type
Chapter
Information
Design and Development of Training Games
Practical Guidelines from a Multidisciplinary Perspective
, pp. 377 - 392
Publisher: Cambridge University Press
Print publication year: 2014

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References

Active Worlds (n.d.). Retrieved May 16, 2013 from .
Active Worlds: Educational Universe (n.d.). Retrieved May 16, 2013 from .
Atlantis Remixed (n.d.). Retrieved May 16, 2013 from .
Atlantis Remixed: ARX Grant Support (n.d.). Retrieved June 12, 2013 from .
Atlantis Remixed: Learn More (n.d.). Retrieved May 16, 2013 from .
Barab, S., Dodge, T., Tuzun, H., Job- Sluder, K., Jackson, C., Arici, A., Job-Sluder, L., Carteaux, R., Jr., Gilbertson, J., & Heiselt, C. (2007). The Quest Atlantis Project: A socially-responsive play space for learning. In Shelton, B. E. & Wiley, D. (Eds.), The Design and Use of Simulation Computer Games in Education (pp. 159–186). Rotterdam, The Netherlands: Sense Publishers.Google Scholar
Barab, S., Gresalfi, M., & Arici, A. (2009). Why educators should care about games. Educational Leadership, 67(1), 76–80.Google Scholar
Barab, S. A., Pettyjohn, P., Gresalfi, M., Volk, C., & Solomou, M. (2012). Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context. Computers & Education, 5, 518–533.CrossRefGoogle Scholar
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.CrossRefGoogle Scholar
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Gresalfi, M., & Barab, S. (2011). Learning for a reason: Supporting forms of engagement by designing tasks and orchestrating environments. Theory Into Practice, 50(4), 300–310.CrossRefGoogle Scholar
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Quest Atlantis: New Legend Movie (n.d.). Retrieved May 16, 2013 from .
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Talamo, A., & Ligorio, M. B. (2000, June 22–26). Identity in the cyberspace: The social construction of identity through on-line virtual interactions. Paper presented at the First Dialogical Self Conference, Nijmegen, The Netherlands (pp. 8–16).
Taiga, (n.d.). Taiga Water Quality: Investigating Our Waterways (Teacher Mini Guide). Retrieved May 16, 2013, from .
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YouTube – Quest Atlantis Summer Camp 2010 (2010). Retrieved May 16, 2013 from .

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