Free Reproducibles
The Quest for Learning
Discover how to use questing—a pedagogy tailored to a student’s interests, needs, and abilities—to foster 21st century skills.
Benefits
- Foster students’ 21st century skills by engaging critical thinking, creativity, collaboration, and self-direction.
- Form learning partnerships with students that lead to co-teaching and co-learning.
- Explore the three main design types—(1) inquiry, (2) network, and (3) game—through which students can quest.
- Investigate the design decisions involved in identifying a quest, determining checkpoints, and helping students reflect on their quest.
- Use formative assessment templates for engaging contemporary learners.
TABLE OF CONTENTS
Part I: Establishing
- Chapter 1: Making the Case for Questing
- Chapter 2: Identifying Questing Components
- Chapter 3: Inquiring With Question Design
- Chapter 4: Playing With Game Design
- Chapter 5: Building Connections With Network Design
Part II: Guiding
- Chapter 6: Launching the Quest
- Chapter 7: Introducing Students to Quests
- Chapter 8: Providing Instructional Support
- Chapter 9: Demonstrating Learning
Appendix A: Frequently Asked Questions
Appendix B: Quest Decisions
Study Guide
Develop a clear path toward your goals by using the free study guide.
REPRODUCIBLES
Introduction
Chapter 3
Chapter 6
Chapter 7
Chapter 8
- Formative Assessment Rubric: Initial
- Formative Assessment With Learning Strategies: Post-Assessment
- Quester Feedback Processing
- Quest Individual Commitment Statement
- Quest Team Commitment Statement
- Timeline and Action Plan
Chapter 9
- Quest Deliverable Considerations
- Quest Deliverable Planning
- Learner Outcomes and Related Evaluative Criteria
Appendix B
Online Only
- Co-Create With Students
- Quest Learning Strategies—Elementary
- Quest Learning Strategies—Elementary Sample
- Quest Learning Strategies—High School
- Quest Learning Strategies—Middle School
- Student Quest Learning Plan—Elementary
- Student Quest Learning Plan—High School
- Student Quest Learning Plan—Middle School
- Teacher’s Feedback—Elementary
- Teacher’s Feedback—High School
- Teacher’s Feedback—Middle School
SUGGESTED RESOURCES
BOOK
- Crockett, L. W., & Churches, A. (2017). Growing Global Digital Citizens: Better Practices That Build Better Learners. Bloomington, IN: Solution Tree Press.
- Depka, E. (2017). Raising the Rigor: Effective Questioning Strategies and Techniques for the Classroom. Bloomington, IN: Solution Tree Press.
- Nilson, L. B. (2013). Creating Self-Regulated Learners: Strategies to Strengthen Students’ Self-Awareness and Learning Skills. Sterling, VA: Stylus.
- Schell, J. (2015). The Art of Game Design: A Book of Lenses (2nd ed.). Boca Raton, FL: CRC Press.
- Wiggins, G. (1998). Educative Assessment: Designing Assessments to Inform and Improve Student Performance. San Francisco: Jossey-Bass.
WEBSITES
Chapter 2
Chapter 3
Chapter 4
- BoardGameGeek
- BoardGameGeek, “Board Game: Pandemic » Forums » Strategy”
- BoardGameGeek, “Board Game: Pandemic Legacy: Season 1 » Forums » General”
- BoardGameGeek, “Subject: Statistics From 2000 Games of Pandemic”
- Cambridge University, “Cambridge Infectious Diseases:”
- Disease Detectives, “Videos”
- e-Bug
- Entertainment Software Rating Board
- FOG
- Friv
- GameSalad
- GamesDreams, “Play Pandemic: The Board Game Game Online—Pandemic: The Board Game”
- Games for Change
- Gamesgames.com
- Games-Radar
- GameStop Playlist
- GirlsGoGames
- Kongregate
- Mousebreaker
- PC Gamer
- Scratch
- Solve the Outbreak
- STEAM
- Z-Man Games, “Pandemic”
- Z-Man Games, “YouTube: Pandemic”
Chapter 5
- American Cancer Society
- Around the World With 80 Schools
- BioMedia Project
- Common Sense Media
- Creative Commons, “Licenses”
- Edmodo
- Global Digital Citizen Foundation
- Global Wonders
- Google Hangouts
- Learn360
- LiveBinders
- MARSHmedia
- Meridian Health Services
- National Organization for Rare Disorders
- PolitiFact
- Quality Assurance International
- Reading Rainbow
- Schoology
- ScienceGameCenter
- Skype
- Snopes
- Symbaloo
- Undiagnosed Diseases Network
- University of Cambridge
- World Health Organization
Chapter 6
- BBC Earth Unplugged, “Do Animals Have Feelings?—Earth Juice (Ep. 46)—Earth Unplugged”
- BQ Now, “Food Deserts”
- Brian Durst
- Canva
- Constitutional Rights: Origins and Travels, “Explore Rights Around the World”
- Darren Orf, “8 Superpowers Brought to You by Technology”
- Do I Have a Right?
- Dollar Street, “Gapminder”
- Gapminder
- Issuu
- Keith Breene, “What Is the Future of Work?”
- LiveBinders
- Online Newspaper Map
- TED, “Carl Safina: What Are Animals Thinking and Feeling?”
- TED, “Hans Rosling: The Best Stats You’ve Ever Seen”
- U.S. Conference of Catholic Bishops, “The Stack of the Deck: An Illustration of the Root Causes of Poverty”
Chapter 8
- Centers for Disease Control and Prevention, “Zika Response and Success Stories”
- Disease Detectives, “About”
- Solve the Outbreak
Chapter 9