Quest technology in education and upbringing. The role of quest technology

Quest technology in the educational and general educational process as a concept has appeared relatively recently. It must be said that not only child psychologists played a big role in this, but also computer games of the quest genre that appeared a couple of decades ago. Let’s try to consider the main aspects related to understanding this process, not from a scientific point of view, but we will talk on this subject with the common human language, so that everyone can understand, for example, what is quest technology in the education and upbringing of the younger generation. Next, we define the basic principles of interaction between the teacher and the student (or group of students), and also give some simple examples of the use of such innovations in the learning process and the formation of a child as an individual.

What is quest technology in the broadest sense of understanding?

Let's start with the basics. The English word quest itself can be interpreted as “search” or even “adventure”. Actually, the quest technologies in education are based on the search for a solution to a specific task.

quest technology

As you know, children often take the educational process, as they say, "with hostility." This is especially true in cases where dry material is saturated with facts. And even children at the initial stage of development are not inclined to study exact disciplines at all. Naturally, they prefer regular games to learning. In order to interest children in educational disciplines, it was suggested that the game be used as one of the teaching methods, because it is during the game that children perceive a particular material and form their own opinion about what is happening, not to mention the division into positive and negative heroes, which, in turn, can quite strongly affect the psyche of the child and form the correct worldview.

A bit of history

The very same quest technologies in the education and upbringing of children began to be widely used since 1995, when Bernie Dodge, a professor at the University of San Diego, suggested using a search engine in the learning process, which was supposed to find a solution to the problem with passing intermediate stages, at each of which required to perform some action or find a key to exit to the next level.

quest technology in education

In principle, the original web-quest technology of the time did not even come down to finding a logical solution, but rather was intended to interest the child, creating a process similar to a game. It was games (in any of their manifestations) that became the starting point that served the development of such a direction in pedagogy. With the evolution of computer technology, such processes have become interactive, which has allowed them to attract an even larger children's audience, because modern teens often spend much more time on computer games than on homework and mastering the teaching material presented at school.

And what about computer games?

Speaking of what quest technologies are in DOW (pre-school educational institutions) or in secondary schools, one cannot but touch upon the question of computer games of the quest genre.

technology quest in dow

In general, the search technique was used in them at the dawn of their creation. True, as a kind of computer games, they appeared a little later than the well-known “walkers” and “shooters” like Duke Nukem 3D, Quake, Doom, etc. These games laid the foundation for creating everything that belongs to the genre today quest or MMORPG. It is not surprising that quests are most often called “walkers,” because in order to achieve the goal in any episode of the passage of the game you need to go around and look for something, solve a puzzle or find the only right solution in a certain situation to enter the next stage.

technology quest in educational work

Recall at least the very first release of Quake. It was necessary to find door keys in it in order to complete the mission at a certain level. Of course, this is the most primitive technology. However, the computer industry in its development proposed team games, when several people had to coordinate their actions with each other. And only on the correctness of the decision taken together and clear interaction depended on the final result.

Types of Quest Technologies

But this is all the background. Now let's talk about what constitutes a quest as a pedagogical technology in more detail.

Today, according to various estimates, it is customary to distinguish several types of such training and educational processes, because in most cases the teacher is not only a teacher teaching certain material, but also a teacher, so to speak, a moral mentor. In the general classification, the following are distinguished:

  • linear (solving one problem makes it possible to solve the following);
  • assault (with the help of control prompts, the participant himself chooses a way to solve the problem);
  • ring (in fact, the same linear quest for only a few teams starting from different points).

In general, if you look at such learning processes, it can be noted that quest technologies in elementary school or other educational institution have a number of similarities with computer games, on the basis of which they, in fact, are built. First, the achievement of the ultimate goal through the search for intermediate solutions. Secondly, this is a hint system (though they are not always found, which complicates the search for the right solution). By the way, it should be noted that the absence of a quest guide often serves as an incentive for creative thinking and the search for innovative solutions. Agree, after all, children can sometimes propose something that doesn’t fit in the head of an adult, but upon closer examination it turns out that the child was right.

In some cases, such children's logic can be compared with what is commonly called the Occam scalpel. This principle assumes that the first simplest solution to some problem that has come to mind is correct.

Quest technology structure

Now a few words about the very structure of such processes. Consideration of it should not be applied to a single student, but probably even to the whole team, because at the present stage of human development only joint actions can provide the best result.

role quest technology

So, it comes down to the following:

  • statement of the problem (introduction) and distribution of roles;
  • a list of tasks (steps, a list of questions, etc.);
  • the procedure for completing the task (fines, bonuses);
  • final goal (prize).

Based on this, it is easy to notice that the quest technology for preschool children or the exact same process for older children are completely compatible with each other. The difference can only be in the complexity of the tasks and the methodology for finding the optimal solution to achieve the ultimate goal.

Objectives and motivation

Now let's move on to what is called motivation to achieve the goal. How to interest a child or a group of children in completing a task, solving a puzzle or finding the simplest solution to achieve the final result?

quest technology in education

Everything is simple. There must be a prize at the finish line! It could be a good rating, promotion, or something else. This situation can be explained using the simplest example. If anyone else remembers, earlier in the Soviet pioneer camps an integral event of each shift was a paramilitary game called “Zarnitsa”, in which the assigned detachment was responsible for reconnaissance, then for the offensive, etc. This is akin to the American scout games, which ultimately in the end they must capture the pennant or flag of the opposing side.

Naturally, in the lesson it will be extremely difficult to carry out such an operation, but in terms of knowledge, for example, of certain historical events, literature or solving mathematical problems for speed, followed by setting certain points and ratings for the most distinguished players on both sides, this is completely simple.

Even if you look at the quest technologies in the preschool educational institution, you can easily organize some kind of competition to find the “sweet treasure” in the kindergarten. At one time and in the camps for the younger units, such methods were practiced. In order to find refreshments, children had to complete a lot of tasks and go through many trials. But as a prize they received a treat for everyone. And here quest technologies play an important role in educational work. Judge for yourself, because even small children are able to understand that the final result depends on the common efforts. If one member of the team failed, everyone else will have to start all over or help him. Therefore, every child tries his best so that if he does not look worse than others, then at least make his maximum contribution to the victory of the team. And the team is what? Roughly speaking, a society in which you will then have to live in accordance with its public and unwritten rules of conduct, as well as generally accepted moral standards.

Quest technology in mathematics lessons

We should also dwell on such a subject as mathematics, which is part of the general educational system. Children do not like this science the most. Quest technologies in elementary school or other educational institutions have many analogues in world practice, even among adults who prefer to solve puzzles and almost impossible tasks on their own.

For example, the same Fort Bayard program uses exactly those technologies that relate to linear quests. But if we talk specifically about mathematics, we give an example. Let's say a class is conditionally divided into three groups. Each group, when performing the next task (for example, solving a certain inequality), gets one of the unknowns that is used in the following equation, and possibly also a hint for finding a solution to the next problem.

quest technology in a history lesson

In this case, the team has the right to choose one player who will answer the question (well, what is the program “What? Where? When?”). Thus, solving the same equation at the fastest pace (and usually takes a limited time) encourages all students to show their abilities at the maximum level. In this case, the right or wrong decision is justified by each of the team members. When declaring the correctness of the result, everyone understands the essence of the decision. But mathematics can be understood that way. In any case, even the most unsuccessful student will delve into the meaning of the decision (of course, if only he has an interest in this).

Historical events

As regards history, it is generally recognized today that writing a chronicle is a completely thankless task, all the more so since everything is politicized so that many are often unable to distinguish truth from fiction. However, modeling some historical events may clarify many situations. Here, quest technology in a history lesson can play a decisive role.

With all this, one does not need to take into account any local events in a single country or region. For starters, the basis is to use examples that are not in doubt. Quest technology can easily be applied to, say, the Trojan War. The Battle of Waterloo, when one of the greatest strategists of the time, Emperor Napoleon suffered a crushing defeat, can also be modeled.

quest as a pedagogical technology

The defeat of the Teutonic knights on Lake Peipsi, in general, can be reproduced by putting plastic figures on the table for children, indicating the strategic disposition of forces.

Of course, the result is known in advance. But what’s interesting: what decision will the participants in the quest make? Do they use the same tactics that Alexander Nevsky once proposed, or will they go their own way? Here it is better not to talk initially about how the battle was won, but to give the opportunity for creative search. Only then can we compare the students' decision with what was in reality. Note that in this case, quest technologies in the education of the same morale or pride in your country and your predecessors will play a significant role for each child.

The role and importance of quest technologies in upbringing and education

It goes without saying that the role of quest technology in the modern world simply cannot be underestimated. Of course, it is possible to make a child engage in cramming, but, you know, nothing good will come of it. Roughly speaking, he will remember some specific meaningless set of knowledge, which in practice will be completely useless. But when the understanding of this or that process comes, then the matter is different. And, I must say, children are sometimes able to memorize material even at a subconscious level (the same multiplication table). And if the process is also presented in a playful way, then no one will refuse to participate in it.

Instead of a total

As you can see, any quest technology is designed not only to improve the perception, say, of educational material or to promote the moral formation of the child as a person, but also can stimulate the mental and moral development of children. In addition, at the heart of this technique has a dual meaning, oddly enough, of two mutually exclusive rules: the search for the right logical thinking and the use of non-standard methods to solve the problem. But if you dig into the history of personalities who have used not only a purely scientific approach to solving a problem, you can find a lot.

It goes without saying that you should not get hung up on computer games or their modeling. However, from the same hits of MMORPG when you want to create your own army, defend yourself from enemies, keep the economy afloat, create new cities, conquer new territories - is this not the best way to teach economic subjects on government management? But modern games are designed for an unpredictable end result. Here, the passage options depend only on which decision the strategist himself will make. And children, by the way, are much better at dealing with this than adults. Look at the ratings of online games of the MMORPG genre! What is the average age of the participants? 10-15 years? That's it ...

Source: https://habr.com/ru/post/C43419/


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