Can video games teach kids?
On a fall morning at a public school in New York City, sixth-graders are called to sit down at their desks. At first glance, it looks like any other middle-school science classroom. There’s an aquarium full of tiny turtles and a harried teacher fumbling with a projector.
But then the instructor boots up the day’s lesson: a video game. The students watch as the tiny dolls in PlayStation 3’s LittleBigPlanet (pictured) hop through a maze of contraptions onscreen. The game is being used to introduce them to Newtonian physics, and as part of their coursework, the kids will be required to build devices similar to the ones they’ve just seen.
This is the inaugural class of Quest to Learn (Q2L), the first-ever school in the U.S. built on the innovative approach of games-based learning. While many American schools use computers and games, Q2L is the first to follow a curriculum entirely focused on video games. Its 72 sixth-grade students—guided by six teachers—study and explore subjects through role-playing activities and computer-driven interactive quests instead of textbooks and lectures. They work together on gamelike “missions,” solving puzzles and completing challenges as teams. Their courses have been combined into multidisciplinary “domains” like Codesworlds, a blend of math and English, and Sports for the Mind, a mix of art and physical education. At semester’s end, the pupils won’t take finals; they’ll reach the next level, like at the end of a game.
To read more of this article by David Kushner on the PARADE web site.





