'Quest to Learn' Uses Computer Games to Teach
Amelia Roblin — September 23, 2010 — Pop Culture
Having been open for some months now, the alternative educational institution 'Quest to Learn' uses game-play as its primary teaching method. The goal of the program is to help children improve their problem-solving and visual-spatial and strategic skills by playing on and off the computer.
'Quest to Learn' uses an unconventional method of grading that encourages improvement rather than discontinuous letter rankings. As a very different approach to success, the game drives students to rise from "pre-novice" to "senior" within the educational curriculum.
'Quest to Learn' uses an unconventional method of grading that encourages improvement rather than discontinuous letter rankings. As a very different approach to success, the game drives students to rise from "pre-novice" to "senior" within the educational curriculum.
Trend Themes
1. Gamified Education - Disruptive innovation opportunity: Develop educational programs that incorporate game-play as a primary teaching method to engage and enhance problem-solving and strategic skills.
2. Alternative Grading Systems - Disruptive innovation opportunity: Create grading systems that focus on continuous improvement rather than traditional letter rankings to motivate and encourage students.
3. Multimedia Learning - Disruptive innovation opportunity: Design educational curriculums that integrate multimedia elements, including computer games, to facilitate interactive and engaging learning experiences.
Industry Implications
1. Edtech - Disruptive innovation opportunity: Develop and provide technology-driven educational solutions that embrace gamification and alternative grading systems.
2. Game Development - Disruptive innovation opportunity: Collaborate with educators to create educational games and interactive multimedia tools tailored for learning purposes.
3. Education Consulting - Disruptive innovation opportunity: Offer consulting services to traditional educational institutions to help incorporate gamified learning methods and alternative grading systems into their curriculums.
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