WebQuest: Substantiating Education in Edutainment through Interactive Learning Games

Corrina Perrone
David Clark, Alexander Repenning
Center for LifeLong Learning and Design
University of Colorado

Edutainment on the World Wide Web


Education(learning) Entertainment(motivation)
+ 1. Lots of information
2. Distance education enabled
3. Increasing Interaction
1. Self-directed
2. Engaging
+
- 1. Lots of Information
2. Dubious sources
3. Organization by site only
4. Broadcast Mode
1. Fragmented
2. Learning Unassessable
3. Easy to get "hypertracked"
-

WebQuest: WWW + Interactive Simulation Games

WebQuest Architecture



Learning by Teaching



  1. Understanding
  2. Laying out a Gameboard
  3. Re-Representing
  4. Sharing & Observing - the "audience" factor
  5. Reflecting & Making Changes

Understanding - Researching a Theme on the Web

Laying Out a Gameboard

Re-representing Information as a Quest

Sharing the Finished Game

Experience in the Classroom



Future Work


Conclusions


The most effective use of the WWW in the classroom will happen with applications that allow students to:

Acknowledgements:

This work is supported by the National Science Foundation.
The Center for LifeLong Learning & Design, and Dr. Gerhard Fischer.