Flipchart Number 1 Feb 2016 | Page 11

4 QUEST TO LEARN SCHOOL BASED IN GAMES Quest to Learn is a public 6–12 school with an innovative educational philosophy developed by top educators and game theorists at The Institute of Play, with funding from The MacArthur Foundation When the New York City middle school Quest to Learn welcomed its first class of sixth-graders in 2009, it hailed itself as “the school for digital kids.” Its founders from the Institute of Play promised a technology-rich environment that would parlay children’s passion for video games into riveting educational experiences and authentic engagement. By delivering curriculum through the medium of games — some digital, some not — Quest hoped to bridge the chasm between what kids enjoy and value in their lives, and what they need to learn in school. This “connected learning,” says Rebecca Rufo-Tepper, one of Quest’s founding designers, “makes learning irresistible. It’s connected to kids’ lives, with a purpose, and with relevance to the real world.” While technology is still at the core of the model, the kernel in the center of that core is games and “game-like” learning. In the process of finding its feet, Quest ditched the “school for digital kids” tagline and replaced it with “Challenging students to invent their future.” A “challenge,” in fact, is a key component of any game, one of many game terms that all Quest students master. Game-related activity -- such as creating an overarching narrative for a unit of study, inventing a board or other “analog” game or performing a dramatic role-play exercise -- is the container for all curricular content, from algebra and sex education to memoir writing and conflict resolution. The flexibility and appeal of games as a conduit for learning is what the people behind Quest hope to share with the rest of the educational world. 11