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What is Quest

Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching
The mission that players are assigned to accomplish in order to progress throughout the game.
Published in Chapter:
A Massively Multiplayer Online Role-Playing Game and Its Effects on Interaction in the Second Language: Play, Interact, and Learn
Nuttakritta Chotipaktanasook (Dhurakij Pundit University, Thailand) and Hayo Reinders (Unitec Institute of Technology, New Zealand)
DOI: 10.4018/978-1-5225-5140-9.ch018
Abstract
Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.
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More Results
Massively Multiplayer Online Games as Spaces for Metacognition and Self-Regulated Learning
A problem-based learning opportunity that establishes (1) a problem to be solved, (2) a call-to-action (i.e., Will you accept this quest?), (3) a list of steps that must be completed in order to solve the problem, and (4) a reward that is given upon completion.
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Decision-Making Systems
A technique able to handle categorical variables and give unbiased feature selection.
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The Quest for Learning: Promoting Engagement and Disciplinary Literacy Through Game-Based Quests
A problem-based learning opportunity that establishes (1) a problem to be solved, (2) a call-to-action, (3) a list of steps that must be completed in order to solve the problem, and (4) a reward that is given upon completion.
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Social Psychology and Massively Multiplayer Online Learning Games
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Gamifying the Refugee Classroom: Challenges and Potential
A concept coming from games and commonly used in gamification research and practice. A quest is a set of challenges that once overcome, result in a defined reward.
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