C. Perrone et al., WEBQUEST - SUBSTANTIATING EDUCATION IN EDUTAINMENT THROUGH INTERACTIVE LEARNING GAMES, Computer networks and ISDN systems, 28(7-11), 1996, pp. 1307-1319
Citations number
17
Categorie Soggetti
Computer Sciences","System Science",Telecommunications,"Engineering, Eletrical & Electronic","Computer Science Information Systems
In educational contexts the WWW can be viewed as source of edutainment
that is quite effective on the entertainment side because most studen
ts are highly motivated to use the web but is much less successful on
the educational side. Without a structuring mechanism that allows focu
s on specific learning domains, the usefulness of the web may be simil
ar to having 500 channels of TV. Learning in these kinds of contexts i
s not impossible but relies too much on the ability to follow a glut o
f hyperlinks, and passive information absorption. The effectiveness of
the web as a learning tool can be significantly increased by combinin
g it with more constructive tools. These tools should not only allow s
tudents to create representations that are interesting to themselves b
ut are also interesting enough to share with other students. This pape
r presents WebQuest, a system combining the WWW with the notion of an
interactive quest game. Instead of just creating their own homepages,
that may be interesting to other students for only social reasons, stu
dents turn into authors of their own interactive quest games. They set
up complex worlds containing interesting landscapes and tricky obstac
les linked to real websites. Players of the game answer questions to a
cquire important objects needed to solve the quest. This approach prov
ides several learning opportunities to author and players of the games
. Authors learn by doing. They create the worlds, come up with challen
ging yet solvable questions, and provide relevant links to clues on th
e web. The players, in rum, learn from solving the quest. They can use
the links provided by the authors as clues but can also follow their
own intuition and use the entire web as a resource to solve the quest.
Author and players can start a dialog facilitating reflective learnin
g, for instance, helping authors to understand what makes good or bad
questions, how much information should be given in a clue, and how to
find new topic-related websites. The system is described, roles of tea
chers and students are outlined, and we report on our initial classroo
m uses and ongoing development of WebQuest.