Monday, December 7, 2009

The effectiveness of WebQuests

WebQuests are the messy, ill-structured problem-solving tasks that students take in groups to investigate relevant issues, then by sharing with each other's ideas, students research and apply new knowledge to produce a solution to a existent problem in the world today, for instance, global warming. Students will sometimes not be interested in learning a subject out of a textbook or through handouts, but in a team, when they are in a situation where they feel they are in charge of solving an authentic problem, their interest sparks.

Take the Microsoft ESP visual simulation platform, the World Game, for instance. The objective of the World Game is to provide students with an intensive, immerse three-dimensional experience designed to help them develop understanding of the complex nature of global systems as they try to meet the challenges of climate change and the future of energy. While WebQuests are far away from being a three-dimensional virtual world, it may not be very long away in time. If technology such as these could be mixed with WebQuests, or far that matter any type of learning, students will learn to work with large data sets, model complex processes and share resources about the nature of the content. The future of this technology could go anywhere, students could go back in time, or to outer space.

Gibson, D & Grasso, S (July, 2008), An Enterprise simulation platform for education: Building a world game for pre-college students with Microsoft ESP, http://www.microsoft.com/education/highered/whitepapers/

4 comments:

  1. Hi Damian,

    You have simplified for me the con cept of a WebQuest. I particularly liked your point that they are 'messy and ill-structured, problem solving task' because that relates perfectly to connectivism. Which applies principles that acknowledge "real-life learning is messy and complex” (Siemens , 2004, p.2).

    In this way I think we engage students deeply in a topic while promoting a stimulating learning environment.

    Cheers,
    Sharon

    Siemens, G. (2004). Connectivism: A learning theory for the digital age. International Journal of Instructional Technology and Distance Learning. Retrieved December, 2009, from
    http://www.itdl.org/Journal/Jan_05/article01.htm

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  2. Hi! Damian

    The problem based learning such as WebQuest is student is the main stream. WebQuest can help student to think logically and explor their creativity same time. According to Laine and Poe (n.d.)"The use of multiple intelligences helped students synchronize their strengths, collaborative learning aided interpersonal learners, WebQuests appealed to the visual /spatial learner, and PBL engaged the mathematical/logical learner." Although there are some negativity (time consuming...) If there is an opportunity, I would like to see the student will engage and try the WebQuest in the class room.

    Thank you for your post.

    Regards
    Makiko

    Lain,D and Poe, MF. (n.d.), The Effects of Multiple Intelligences Theory: Using WebQuests in the Tenth Grade. Retrieved December 15, 2009. from http://imet.csus.edu/imet5/dan/showcase/documents/currentliteraturereview.pdf

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  3. Hi Damien
    WebQuests as you envision them could be where gaming meets education. I am sure any parent or teacher has got to love that!

    cheers
    Michele

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  4. Thanks everyone,

    You have made some excellent points, adding to my blog your expertise in the area.

    Regards, Damian.

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