Quest to Learn

Quest to Learn
Author: Katie Salen Tekinbas,Robert Torres,Loretta Wolozin,Rebecca Rufo-Tepper,Arana Shapiro
Publsiher: MIT Press
Total Pages: 165
Release: 2010-10-29
Genre: Education
ISBN: 9780262515658

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The 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.

In Search of Deeper Learning

In Search of Deeper Learning
Author: Jal Mehta,Sarah Fine
Publsiher: Harvard University Press
Total Pages: 465
Release: 2019-04-22
Genre: Education
ISBN: 9780674988392

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"The best book on high school dynamics I have ever read."--Jay Mathews, Washington Post An award-winning professor and an accomplished educator take us beyond the hype of reform and inside some of America's most innovative classrooms to show what is working--and what isn't--in our schools. What would it take to transform industrial-era schools into modern organizations capable of supporting deep learning for all? Jal Mehta and Sarah Fine's quest to answer this question took them inside some of America's most innovative schools and classrooms--places where educators are rethinking both what and how students should learn. The story they tell is alternately discouraging and hopeful. Drawing on hundreds of hours of observations and interviews at thirty different schools, Mehta and Fine reveal that deeper learning is more often the exception than the rule. And yet they find pockets of powerful learning at almost every school, often in electives and extracurriculars as well as in a few mold-breaking academic courses. These spaces achieve depth, the authors argue, because they emphasize purpose and choice, cultivate community, and draw on powerful traditions of apprenticeship. These outliers suggest that it is difficult but possible for schools and classrooms to achieve the integrations that support deep learning: rigor with joy, precision with play, mastery with identity and creativity. This boldly humanistic book offers a rich account of what education can be. The first panoramic study of American public high schools since the 1980s, In Search of Deeper Learning lays out a new vision for American education--one that will set the agenda for schools of the future.

Quest for Learning

Quest for Learning
Author: Marie Alcock,Michael Fisher,Allison Zmuda
Publsiher: Unknown
Total Pages: 0
Release: 2017-10-06
Genre: Education
ISBN: 1942496907

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With Foreword by Heidi Hayes Jacobs It's crucial for 21st century teachers and students to determine together what a student will learn and at what pace. This book dives deep into quest learning, a customizable inquiry model tailored to a student's interests, needs, and abilities. Learn how to use questing to engross students in emotionally gripping learning experiences, engage them with actionable goals, build 21st century skills, and promote collaboration in online and physical spaces. Learn how to motivate students using the education quest model: - Foster students' 21st century learning by engaging critical thinking, creativity, collaboration, and self-direction. - Form learning partnerships with students that lead to co-teaching and co-learning. - Explore the three main design types through which students can quest to learn: (1) inquiry, (2) network, and (3) game. - Investigate the guided inquiry design decisions involved in identifying a quest, determining checkpoints, and helping students reflect on their quest. - Use formative assessment templates for engaging students in learning. Contents: Foreword by Heidi Hayes Jacobs Introduction Part I: Establishing Chapter 1: Making the Case for Questing Chapter 2: Identifying Questing Components Chapter 3: Inquiring With Question Design Chapter 4: Playing With Game Design Chapter 5: Building Connections With Network Design Part II: Guiding Chapter 6: Launching the Quest Chapter 7: Introducing Students to Quests Chapter 8: Providing Instructional Support Chapter 9: Demonstrating Learning Appendix A: Frequently Asked Questions Appendix B: Questing Framework Questions Aligned to Decision Matrix Appendix C: Sample Complete Quest References and Resources Index

The Quest to Feel Good

The Quest to Feel Good
Author: Paul R. Rasmussen
Publsiher: Routledge
Total Pages: 316
Release: 2011-01-19
Genre: Psychology
ISBN: 9781135889920

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Emotions, rather than simply being the result of random or disordered biochemical processes, are adaptive mechanisms that are often overly relied upon as a function of basic learning processes. The Quest to Feel Good helps the reader understand that negative emotions serve a critical adaptive purpose that functions in relation to one’s ultimate desire for a felt-positive state. Paul Rasmussen addresses the role of emotions as adaptive components, in combination with cognitive and behavioral processes, to our overall orchestration of life. To this end, the therapist is directed to use a client’s negative affect as a means of guiding critical therapeutic conclusions and decisions. Rasmussen emphasizes an integration of the basic premises of Adlerian psychology with the evolutionary-imperative model presented by Theodore Millon (1990, 1999). This integration is used to explain the primacy of emotions in the manifestation of most clinical conditions. This critical integration and focus makes the volume important, necessary, and unique to mental health professionals. Case examples and illustrations are also offered throughout the text.

We Got This

We Got This
Author: Cornelius Minor
Publsiher: Heinemann Educational Books
Total Pages: 160
Release: 2018-10-11
Genre: Education
ISBN: 032509814X

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While challenging the teacher as hero trope, We Got This shows how authentically listening to kids is the closest thing to a superpower that we have. Cornelius identifies tools, attributes, and strategies that can augment our listening.

Disciplinary Literacy Connections to Popular Culture in K 12 Settings

Disciplinary Literacy Connections to Popular Culture in K 12 Settings
Author: Haas, Leslie,Tussey, Jill
Publsiher: IGI Global
Total Pages: 423
Release: 2020-11-13
Genre: Education
ISBN: 9781799847229

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Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Learning and Education Games Volume Two Bringing Games into Educational Contexts

Learning and Education Games  Volume Two  Bringing Games into Educational Contexts
Author: Karen Schrier Shaenfeld
Publsiher: Lulu.com
Total Pages: 281
Release: 2016
Genre: Education
ISBN: 9781329703568

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The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Final Jeopardy

Final Jeopardy
Author: Stephen Baker
Publsiher: HMH
Total Pages: 293
Release: 2011-02-27
Genre: Computers
ISBN: 9780547519432

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The “charming and terrifying” story of IBM’s breakthrough in artificial intelligence, from the Business Week technology writer and author of The Numerati (Publishers Weekly, starred review). For centuries, people have dreamed of creating a machine that thinks like a human. Scientists have made progress: computers can now beat chess grandmasters and help prevent terrorist attacks. Yet we still await a machine that exhibits the rich complexity of human thought—one that doesn’t just crunch numbers, or take us to a relevant web page, but understands and communicates with us. With the creation of Watson, IBM’s Jeopardy!-playing computer, we are one step closer to that goal. In Final Jeopardy, Stephen Baker traces the arc of Watson’s “life,” from its birth in the IBM labs to its big night on the podium. We meet Hollywood moguls and Jeopardy! masters, genius computer programmers and ambitious scientists, including Watson’s eccentric creator, David Ferrucci. We see how Watson’s breakthroughs and the future of artificial intelligence could transform medicine, law, marketing, and even science itself, as machines process huge amounts of data at lightning speed, answer our questions, and possibly come up with new hypotheses. As fast and fun as the game itself, Final Jeopardy shows how smart machines will fit into our world—and how they’ll disrupt it. “The place to go if you’re really interested in this version of the quest for creating Artificial Intelligence.” —The Seattle Times “Like Tracy Kidder’s Soul of a New Machine, Baker’s book finds us at the dawn of a singularity. It’s an excellent case study, and does good double duty as a Philip K. Dick scenario, too.” —Kirkus Reviews “Like a cross between Born Yesterday and 2001: A Space Odyssey, Baker’s narrative is both . . . an entertaining romp through the field of artificial intelligence—and a sobering glimpse of things to come.” —Publishers Weekly, starred review