MiniQuest: Difference between revisions

The educational technology and digital learning wiki
Jump to navigation Jump to search
mNo edit summary
 
Line 1: Line 1:
{{Incomplete}}
{{Incomplete}}


* MiniQuests are simple, well structured [[WebQuest]s according to [http://www.biopoint.com/ Internet Innovations Inc.]
* MiniQuests vs. WebQuests: MiniQuests can be constructed in a few hours and can be completed in one to two 1-hour lessons. Therefore they can be quite easily be integrated in larger scenarios or "traditional" curricular sequences.
== The Instructional design model ==
According to Internet Innovations:
# The Scenario: Defined as a "use case" scenario, the learners are told to solve a problem formulated as a question. They have to play a given role.
# The Task: Defined a set of precises questions designed to acquire factual information needed to asnwer the question.
# The Product: Defined as a guideline on how the answer must look. It contains a synthesis of information including reflection to insure that the answer is constructed. If possible the answer should be an authentic product. E.g. a directive if students have been asked to play "manager".


== Links ==
== Links ==


[http://www.biopoint.com/miniquests/instrucdesign.htm MiniQuest Instructional Design], at BioPoint.com.
Please consult the WebSite for detailed discussion of this design model
 
* [http://www.biopoint.com/miniquests/miniquests.html MiniQuest Home]
 
* [http://www.biopoint.com/miniquests/instrucdesign.htm MiniQuest Instructional Design], at BioPoint.com.
 
[[Category: Instructional design models]]

Revision as of 13:04, 29 May 2006

  • MiniQuests vs. WebQuests: MiniQuests can be constructed in a few hours and can be completed in one to two 1-hour lessons. Therefore they can be quite easily be integrated in larger scenarios or "traditional" curricular sequences.

The Instructional design model

According to Internet Innovations:

  1. The Scenario: Defined as a "use case" scenario, the learners are told to solve a problem formulated as a question. They have to play a given role.
  2. The Task: Defined a set of precises questions designed to acquire factual information needed to asnwer the question.
  3. The Product: Defined as a guideline on how the answer must look. It contains a synthesis of information including reflection to insure that the answer is constructed. If possible the answer should be an authentic product. E.g. a directive if students have been asked to play "manager".

Links

Please consult the WebSite for detailed discussion of this design model