Quest Island: Developing quest-driven learning model by blending learning tasks with game quests in a virtual world

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

4 Scopus citations

Abstract

Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a questdriven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students' goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students' goal content and goal intensity. Data of attempted quests also supported game quests' positive influence on goal setting. However, students' academic achievements did not reveal significant differences between the two versions with and without game quests.

Original languageEnglish
Title of host publicationDIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Pages93-100
Number of pages8
DOIs
StatePublished - 2010
Event3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2010 - Kaohsiung, Taiwan
Duration: 12 Apr 201016 Apr 2010

Publication series

NameDIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning

Conference

Conference3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2010
Country/TerritoryTaiwan
CityKaohsiung
Period12/04/1016/04/10

Keywords

  • Game based learning
  • Quest

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