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Quest-Based Learning: A Scoping Review of the Research Literature

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Abstract

Quest-based learning (QBL) is a choice-driven approach that integrates game elements in a gamified or game-based learning environment. A scoping review of the research literature was conducted to examine the extent, range and nature of the QBL research activity, how the approach has been used in educational practice and what benefits or disadvantages have been reported. A sample of 17 journal articles and papers published from 2009 through 2020 were reviewed. Researchers studied the feasibility of implementing QBL in real-world learning environments (e.g., classrooms), how to design the quest structure or framework and how motivation is influenced by the choice-driven system of QBL. Benefits reported in the research include positive student response to the approach, flexible learning paths and options to revise and improve work. Disadvantages include mixed results for motivation, substantial time investment for teachers and challenges for students that include issues with time management, frustration with QBL design, limited social interaction and mixed perceptions of the merits of game elements in QBL design.

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This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset. Howard has created a Syllabus, designed for a college-level course, that instructors can use and modify as desired.
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In this paper, I discuss a way to teach game design in the undergraduate literature classroom by having students transform literary narratives into interpretative quests. This argument contributes to a recent theoretical and practical discussion of quests by scholars of games studies such as Aarseth [2004], Juul [2005], Tosca [2003], and Tronstad [2001]. According to these theorists, a "quest" in a game is a goal-oriented activity in which players overcome challenges to enact a series of events and their meanings. I apply and extend this theoretical discussion to create an assignment with two parts. The first part is a six page design document that describes the components of a game, with emphasis on how the player will act out an interpretation of a theme in a novel. In this design document, students design the rules, puzzles, objects, and spaces of the quest and analyze the meanings that the player will be enacting in each part. In the prototype, students construct a small multimedia demonstration of their game concepts using technologies such the Aurora Toolset, Dreamweaver, and Flash. By adapting works of literature into quests, students learn to create meaning actively rather than absorbing it passively. This paper contributes to the field of game design in education by describing a theoretically sophisticated and practical way to teach literary interpretation using game design.
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Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students’ goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students’ goal content and goal intensity. Data of attempted quests also supported game quests’ positive influence on goal setting. However, students’ academic achievements did not reveal significant differences between the two versions with and without game quests.
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The paper will explore how the landscape types and the quest types are used in various games, how they structure the gameplay, how they act as bones for the game-content (graphics, dialogue, sound) and how they sometimes form the base on which a story is imposed and related to the player. The question then becomes, how does the quest structure influence the story structure? How do the limitations of the quest combinations limit the kinds of story that are possible? How rich can the imposed story be, without breaking the gameplay? Are landscape and quest-structure the dominant factors in quest game design, to which the story-ambitions must defer? The main thesis of the paper is that if we understand the powerful but simple structure – the grammar – of quests (how they work, how they are used) we can understand both the limits and the potential of these kinds of games.
Conference Paper
The study explores how the design of quest types and different players’ gaming motivations might affect knowledge acquisitions in an online role-playing game environment. An experiment was conducted to collect data. The results showed that “immersion motivation” had the most significant influence on knowledge acquisitions. The bounty-collection quest significantly affected the procedure knowledge of subjects with high immersion motivation, whereas the fed express quest affected declarative knowledge of subjects with high immersion motivation.
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An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. In the current study, a factor analytic approach was used to create an empirical model of player motivations. The analysis revealed 10 motivation subcomponents that grouped into three overarching components (achievement, social, and immersion). Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented.
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