Developing an International Perspective of a Technology-Rich Innovation: From an International Point of View
In this presentation, we discuss multiple design-based research and evaluation and diffusion opportunities adopt Quest Atlantis (QA) (http://QuestAtlantis.org). QA is a learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-12, in educational tasks. Building on strategies from online role-playing games, QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. Participants travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. A Quest is an engaging curricular task designed to be entertaining yet educational. Each Quest is connected to local academic standards. Completing Quests requires that members participate in real-world, socially and academically meaningful activities, such as conducting environmental studies, researching other cultures, analyzing newspaper articles, interviewing community members, and developing action plans. QA has been integrated into many settings, including classrooms, after-school programs, public libraries, and museums.
International dissemination and adoption of QA enables us to generate generalizations about the manner in which the program is used, the tensions and struggles that emerge as it unfolds, and the impact of the program on different cultures. How the program adapts or fails to adapt to local circumstances and needs while maintaining its integrity as a program is of particular interest and concern as is understanding the struggles of implementation from a cross-cultural perspective. The site we will discuss is located at a school in the “Little Havana,” section of Miami, Florida.
William Blanton (United States)
Professor of Education
Department of Teaching and Learning
University of Miami
(30 min. Conference Paper, English)