This week we ventured down a path #games4ed has never gone before: Adventure Paths! There are many different definitions and interpretations of adventure paths — and none of them are wrong — but for our purposes, we chatters decided to define adventure paths as optional learning experiences that students could choose for deeper learning.
- Why use adventure paths? This question arose during the chat — why not just offer more options in assignments? The difference with adventure paths is that they’re optional. They’re not intended for all students, even the majority of students, to complete. They’re a way for students to go down a rabbit hole they’re interested in. As Jestin VanScoyoc @jvanscoyoc mentioned above, they’re also good for our explorer types from Bartle’s player types — those students who love going where “no student has gone before.”
2. How does a busy teacher overcome the challenges of adventure paths?
Luckily, chatters submitted lots of ideas for this question! @zapedu reminded us of the importance of sharing. This is important not to just share successes, but also share our not-so-successes.
3. Include more #stuvoice!
I’ve been contemplating a LOT about including more student voice in planning games — and this includes adventure paths. Perhaps have students who complete adventure paths design more adventure paths for future students?
Speaking of that idea, Alex Milton @Alex_Milton6 was thinking of something similar: Having her seniors create paths and games for 8th graders. I love this idea and how it provides purpose to those seniors!
If you want to read more, check out the archives here.
Join us Thursdays at 8pmET for the next #games4ed chat!