Making learning fun: Quest Atlantis, a game without guns
By Sasha A. Barab, Michael K. Thomas, Tyler Dodge, Robert Carteaux, H. Tuzun. 2005
971 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/dcfb5c883a811198ef8c1005d12565d939a4dc89
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
- K. Mills
- Kurt Squire
- N. Yee
- Uri Wilensky
- David Weintrop
- Daniel Thomas Hickey
- Leonard A. Annetta
- Mingfong Jan
In Developmental and Educational Psychology
- Mingfong Jan
- Kurt Squire
- Sasha A. Barab
- K. Mills
- Brianna M. Scott
- Leonard A. Annetta
- James Paul Gee
- N. Yee
In Sociology and Political Science
- Jeremy N. Bailenson
- Leonard A. Annetta
- N. Yee
- K. Mills
- Kurt Squire
- Mingfong Jan
- James Paul Gee
- Shawn Y. Holmes
Citations in the corpus
- Game–like learning: An example of situated learning and implications for opportunity to learn (2008, background): “…interest during the last few years in the role that good video games and related types of simulations can play in learning inside and outside schools (e.g., Barab et al. 2005; Barab et al. in press; Gee 2003a, 2005; Jenkins and Squire 2004; Shaffer 2007; Squire 2005, 2006; Steinkuehler 2004, 2006).”
- Defining Computational Thinking for Mathematics and Science Classrooms (2016, background): “Such efforts include graphical programming environments such as Scratch (Resnick et al. 2009) and Alice (Cooper et al. 2000); computational modeling environments like STELLA (Richmond et al. 1987) and NetLogo (Wilensky 1999b); electronic prototyping kits such as Arduino and digital textiles (Buechle”
- Investigating the impact of video games on high school students' engagement and learning about genetics (2009, background): “Other recent research suggests that playing computer games, as a curricular tool, has enormous potential for motivating and engaging children of all ages in deep learning (Barab et al., 2005), but that the distractions in the 3D multiuser virtual environment (3D MUVE), with its complexities and the ”
- What Do Students Gain by Engaging in Socioscientific Inquiry? (2007, background): “For a more detailed description of Quest Atlantis and the learning principles upon which it is based, see Barab, Thomas, Dodge, Carteaux, and Tuzun (2005) .”
- Learning about problem based learning: Student teachers integrating technology, pedagogy and content knowledge (2009, background): “Indeed, several researchers have reported positive effects of technology integrated interventions on student achievement in mathematics, science, and other subject areas (e.g., Barab, Thomas, Dodge, Carteaux & Tuzun, 2005; Barak & Dori, 2005; Barron et al., 1998; Bottino & Robotti, 2007; Linn, Cla”
- Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007, background): “Game-based learning approaches have been suggested as one ‘‘post progressive’’ pedagogy that might situate learners in complex thinking tasks that are driven by authentic questions, incorporate multiple tools and resources, rely on learning by doing, guide learners through a path of events and into ”
- A Review of the “Digital Turn” in the New Literacy Studies (2010, methodology): “…magazine) and journal communities (Guzzetti & Gamboa, 2005), social networking via online chat (Shun & Lam, 2000), instant messaging (G. E. Jacobs, 2004; Lee, 2007; Lewis & Fabos, 2005), digital storytelling (Hull & Nelson, 2005), and video game play in virtual worlds (Barab et al., 2005).”
- Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play (2007, methodology): “Building on strategies from online role-playing games, Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation (Barab, Arici, & Jackson, 2005; Barab et al ., 2005).”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “With careful design, UMS development can benefit from taking advantage of the capacity of hedonic factors to provide intrinsic usage motivation (Barab et al., 2005; Carroll, 2004; Foreman et al., 2004; Litman, 2005).”
- The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context (2008, background): “For example, researchers are demonstrating that when students actually experience learning material in an interactive video game context, they learn in unique manners (e.g., Barab et al., 2005).”