|What is Quest Atlantis?
More than 50,000 children on six continents have participated in the project, submitting over 50,000 Quests and completing over 100,000 Missions, some of which were assigned by teachers and others chosen by students to complete in their free time. We are in 22 states, 18 countries, 983 classrooms, and the number of schools asking to participate grows daily.
Over the years, The Atlantis Remixed Project and Quest Atlantis have supported students and teachers in conducting rich inquiry-based explorations through which students learn standards-based content, and develop pro-social attitudes regarding significant environmental and social issues. Rather than just placing work and play side-by-side, the ARX Project strives to make learning fun and to show kids they can make a difference.In addition to aligning student work with these standards, all Quests are also associated with an idea about what it means to use this knowledge in a socially responsible manner. Participation in this game is designed to enhance the lives of children while helping them grow into knowledgeable, responsible, and empathetic adults. The ARX project hopes to foster an awareness of seven critical dimensions in order to actualize them in the lives of children:
• Compassionate Wisdom - "Be Kind"
• Creative Expression - "I Create"
• Environmental Awareness - "Think Globally, Act Locally"
• Personal Agency - "I Have Voice"
• Healthy Communities - "Live, Love, Grow"
• Social Responsibility - "We Can Make a Difference"
• Diversity Affirmation - "Everyone Matters"
Quest Atlantis (QA) is a 3D multiuser, computer graphics learning environment that utilizes a narrative programming toolkit to immerse children, ages 915, in meaningful inquiry tasks (see QuestAtlantis.Org). Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project is unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. It allows users to travel to virtual places to perform educational activities (known as Quests), talk with other users and mentors, and build virtual personae. The project is intended to engage children ages 916 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action. More than sugar-coating content to coerce disempowered students into caring about disciplinary knowledge, the goal of Quest Atlantis is establish educational worlds where children become empowered scientists, doctors, reporters, and mathematicians who have to understand disciplinary content to accomplish desired ends.
Over the last five years, more than 65,000 children on five continents have participated in the project. Quest Atlantis has demonstrated learning gains in science, language arts, and social studies, and students have completed thousands of Quests, some of which were assigned by teachers and many of which were chosen by students to complete in their free time. Equally important have been reported personal experiences, with teachers and students reporting increased levels of engagement and interest in pursuing the curricular issues outside of school. Students and teachers conduct rich inquiry-based explorations through which they learn particular standards-based content, and at the same time develop pro-social attitudes regarding significant environmental and social issues (see Critical Design Article). Rather than just placing work and play side-by-side, QA strives to make learning fun and to show children how they can make a difference.
The principal investigator was Sasha Barab, Associate Professor in Learning Sciences, who is now at Arizona State University. Other Indiana University faculty members that play prominent roles on the project include Dan Hickey and Melissa Gresalfi. There are users of QA from all over the world.