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The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests

The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests

Anastasia Lynn Betts, Nika Fabienke, Matthew Farber
ISBN13: 9781799847212|ISBN10: 1799847217|ISBN13 Softcover: 9781799856269|EISBN13: 9781799847229
DOI: 10.4018/978-1-7998-4721-2.ch010
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MLA

Betts, Anastasia Lynn, et al. "The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests." Disciplinary Literacy Connections to Popular Culture in K-12 Settings, edited by Leslie Haas and Jill Tussey, IGI Global, 2021, pp. 203-230. https://doi.org/10.4018/978-1-7998-4721-2.ch010

APA

Betts, A. L., Fabienke, N., & Farber, M. (2021). The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests. In L. Haas & J. Tussey (Eds.), Disciplinary Literacy Connections to Popular Culture in K-12 Settings (pp. 203-230). IGI Global. https://doi.org/10.4018/978-1-7998-4721-2.ch010

Chicago

Betts, Anastasia Lynn, Nika Fabienke, and Matthew Farber. "The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests." In Disciplinary Literacy Connections to Popular Culture in K-12 Settings, edited by Leslie Haas and Jill Tussey, 203-230. Hershey, PA: IGI Global, 2021. https://doi.org/10.4018/978-1-7998-4721-2.ch010

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Abstract

A focus on disciplinary literacy may hold promise for increasing student engagement and achievement. This chapter focuses on the use of the “quest” (a mechanic common in video games) as a means to increase learner agency, engagement, and motivation. Quests may further be beneficial in developing the disciplinary literacy of students, due to their highly contextualized interactive narratives that allow for student role-playing, and the development of problem-solving skills and discipline-specific habits of mind (e.g., What does it mean to work, think, and communicate like a historian, mathematician, or scientists?). A variety of tools for implementing quest-based learning are examined, as well as ways in which the quest mechanic is being used in the design of instructional sequences in the digital app Adventure Academy, an educational massively multiplayer online (MMO) video game, in order to develop disciplinary literacy.

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