What makes attractive quest design?
Given the list that was outlined in Dr. Chris Haskell’s research on quest design, I have done some of my own reflections. I have found that if within the quest chain there are embedded flash games that apply to the content students will work harder to work towards getting to that task and will complete more quests within that chain. I have also found that for most students quest based homework is much more attractive that paper and pen homework. Having used this platform with students in grades 4-12, I have found that students in younger grades want more embedded media in their quests. They are less likely to read any text on the screen the younger they are. Given this fact I have shown the more reluctant learners how to add the Speak It extention to Google Chrome to aid them in getting the instructions but reducing the amount of reading they actually need to do.
I have also found that using video tutorials within quest assignments that are introducing students to new features in Google Docs works well. Students like that they can play and pause the video and go at their own rate of speed. Many students find this less stressful than having to keep up with whole class instruction. This makes quest based learning an effective way to differentiate instruction for students.
Students will also click on a badge and work hard to unlock quests that will get them a badge or achievement requirement. I find that students love to level up. So if you can make a hierarchy of 10 levels as opposed to only 4 or 5 it will keep students motivated to continue progressions. See rank image for 6th grade Ancient Civilizations course.
I like the idea of reflecting throughout the learning process. I would like to begin to incorporate this piece into their Google Sites digital portfolio or explore a tool such as blogger to use for a similar purpose. The place I am at at this point with my quest design and content is how do I get parents and students on board with questing outside of school. This provides a cultural shift in how ICT is seen within the school and community at the elementary level.