After spending several weeks thinking about quest-based learning and how it can transform a classroom, while also beginning to design a literature-based curriculum, I've found the concept to be life transforming - at least, my teacher life.
The benefit of allowing student's some choice is clearly one of the best perks. First, it motivates a teacher to think outside the box a bit. Sometimes, because of the way things are, teachers get caught up in the one-size-fits-all approach to teaching. Textbooks, papers, multiple choice tests. With the opportunity to design a curriculum in a quest-based world, teachers can focus their creative juices into designing other options to teach similar content. This is one of the most exciting parts for me! I have already begun to design a literature unit for fourth grade, based around Percy Jackson which is a read-aloud I like to do with the students. The theme is an easy tie-in with fourth grade literature standards involving the Greek myths and language. I love the freedom I've felt in designing interesting lessons, various modes of presentation, and different ways to prove knowledge. I can see myself branching out into science and social studies curriculum, which is often these days left out of mainstream teaching due to time restraints. However, with a completely online approach, it becomes much more accessible.
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An important aspect to game-based learning is the failure. In so many instances at school, students are conditioned to hate the word: fail. If they score a bad enough grade, they get an F, which stands for Fail. Sometimes, the grade is just a P (pass) or F (fail). Fail is bad. It is a symbol for NOT learning. That's what schools have conditioned children to feel.
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