Skip to main content Accessibility help
×
Hostname: page-component-78c5997874-t5tsf Total loading time: 0 Render date: 2024-11-19T23:00:36.606Z Has data issue: false hasContentIssue false

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.
Get access

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

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

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
Google In Education – Google Apps for Education (n.d.). Retrieved May 16, 2013 from .
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
McREL (n.d.). Mid-continent Regional Education Laboratory for Education and Learning. Retrieved May 16, 2013 from .
QA Worlds (n.d.). Retrieved May 16, 2013 from .
Quest Atlantis: Chapter 1: The Awakening (n.d.). Retrieved May 16, 2013 from .
Quest Atlantis: New Legend Movie (n.d.). Retrieved May 16, 2013 from .
Quest Atlantis: Seven Commitments (n.d.). Retrieved May 16, 2013 from .
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 .
Warren, S., Barab, S. A., & Dondlinger, M. J. (2008). A MUVE towards PBL writing: Effects of a digital learning environment designed to improve elementary student writing. Journal of Research on Technology in Education, 41(1), 121–147.CrossRefGoogle Scholar
Warren, S. J., & Taylor, A. (2005). Archfall. Quest Atlantis.
YouTube – Quest Atlantis Summer Camp 2010 (2010). Retrieved May 16, 2013 from .

Save book to Kindle

To save this book to your Kindle, first ensure [email protected] is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×