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Making Learning Fun:


Quest Atlantis, A Game Without Guns

Sasha Barab
Michael Thomas
Tyler Dodge
Robert Carteaux
Hakan Tuzun

This article describes the Quest Atlantis (QA) In 1999, two high school students went on a
project, a learning and teaching project that murderous rampage at Columbine High School
employs a multiuser, virtual environment to in Colorado, leaving 12 students and a teacher
immerse children, ages 912, in educational dead and wounding 23 others before taking
tasks. QA combines strategies used in their own lives. This atrocity triggered unprece-
commercial gaming environments with lessons dented media attention, with many observers
from educational research on learning and blaming gratuitous violence in video games as
motivation. It allows users at participating the underlying problem, and others suggesting
elementary schools and after-school centers to bad parenting, insensitive schools, and the
travel through virtual spaces to perform moral decay of our times. Although many
educational activities, talk with other users researchers have claimed that no cogent connec-
and mentors, and build virtual personae. Our tion can be found between the use of video
work has involved an agenda and process that games and violent behavior among youth, oth-
may be called socially-responsive design, ers insist that there may be a link between video
which involves building sociotechnical game use and deviant social behavior (Pro-
structures that engage with and potentially venzo, 1991, 1992). On the other hand, some
transform individuals and their contexts of advocates of game-based learning suggest that
participation. This work sits at the intersection educational video games are the only way that
of education, entertainment, and social educators can adequately engage the video
commitment and suggests an expansive focus game generation (Katz, 2000; Prensky, 2000).
for instructional designers. The focus is on The need to design educational video games
engaging classroom culture and relevant represents more than an attempt to harness their
aspects of student life to inspire participation tremendous motivational power: Digital multi-
consistent with social commitments and media provide a resource for children to
educational goals interpreted locally. develop a sense of autonomy and an awareness
of consequentiality. Jenkins (cited in Laurel,
2002) suggested that children today have fewer
means for expressing agency, and even fewer
opportunities for engaging in play, than they
have had in the past. Their physical space for
exploration and play has been reduced from
several square miles to an electronic screen.
Squire (2002), commenting on the cultural per-
spective of video games, stated,

86 ETR&D, Vol. 53, No. 1, 2005, pp. 86107 ISSN 10421629


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A GAME WITHOUT GUNS 87

In the United States, this fear and fascination goes back academic standards and our social commit-
to the early 1980s, when Ronald Reagan extolled the ments.
virtues of games to create a generation of highly skilled
Cold War warriors, while U.S. Surgeon General C. QA is more than a technology, or even a
Everett Koop proclaimed games among the top health multiuser virtual environment. At its core the
risks facing Americans. (p. 1) QA experience centers around an intersubjective
connection or identification with the narrative of
Atlantis about a world in trouble. In establishing
Rather than either blindly embracing video
this immersive narrative, QA leverages a 3-D
games or impulsively brushing them aside, our
multiuser environment, educational quests, unit
work involved developing a technological inno-
plans, comic books, a novel, a board game, trad-
vation that lies at the intersection of education,
ing cards, a series of social commitments, vari-
entertainment, and a commitment to improve
ous characters, ways of behaving, and other
the world (Barab, Thomas, Dodge, Squire, &
Newell, in press; Barab et al., 2002). Our goal has participant resources that collectively constitute
been to develop a technology-rich game without QA. As such, QA is an example of a distributed,
guns that teaches and informs, where the excite- transmedia narrative, referring to the fact that
ment is about learning, growth and the develop- the story line does not reside in one location or in
ment of a sense of wonder. one form of medium but is spread across various
media that come together and are given mean-
Over the past two years, our researchers have
ing as the user participates in the fictional game
passed time in the same places that youths do,
context and investigates relevant personal
including carrying out an 18-month ethno-
issues. Participation in QA entails a personal
graphic study at a local Boys and Girls Club, vis-
and social engagement with the narrative, as
iting schools, reading teen and pop-culture
children are asked to contribute experiences,
magazines, and even playing video games in
ideas, and information to the activists of Atlan-
arcades. We began with a simple goal: Lets
tis. The mythical backstory and unfolding ave-
make learning fun. As we talked with children,
nues for participation blur the boundaries
parents, and others in our community, our inter-
between the Atlantian world and local contexts,
est expanded beyond supporting content learn-
motivating students to engage in social issues
ing and developed into a broader social
that have local relevance. The progression of
commitment. To achieve these goals through
quests allows students to go beyond an isolated
deliberate steps, we had to step away from our
acquaintance with these issues and with disci-
computers, put aside our desire to design, and
plinary content.
instead engage the ethnographic process of
understanding the lives of those we wished to Toward documenting the effectiveness of the
serve (Barab, Thomas et al., in press; Levinson, project, a series of studies evaluating the impact
1998). Two years into the process, our experi- of QA on learning showed that, when respond-
ences and commitments have distilled into a ing to personal narratives, students participat-
socially responsive design that is fun and educa- ing in QA offered character insights that were
tional and that engages children in important either deeper or better supported than did stu-
personal, social, ethical, and environmental dents in equivalent conditions; additionally, ele-
issues. This innovation, Quest Atlantis (QA), has mentary students who used QA demonstrated
been implemented at multiple sites in the United statistically significant learning over time in the
States and around the world, with hundreds of areas of science, social studies, and sense of aca-
users at dozens of elementary school classrooms demic efficacy (Barab, Dodge, Jackson, & Arici,
and two after-school sites in the United States, 2003). QA has been adopted by more than four
and multiple classrooms in Australia, Denmark, dozen teachers, distributed around the world,
Singapore, and Malaysia. QA was released in without any external incentive for doing so.
beta form on January 15, 2003, and within less Interviews with a subset of these teachers indi-
than a year, more than 3,000 participants regis- cated their primary reasons to be the social com-
tered and completed thousands of quests mitments, direct connection to academic
engaging curricular tasks that are connected to standards, and perception that this use of tech-
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88 ETR&D, Vol. 53, No. 1

nology would be engaging to students. Further, ing on strategies from online role-playing
in addition to the thousands of quests assigned games, QA combines strategies used in the com-
by teachers and participating staff, children ages mercial gaming environment to engage users
9 12 in both school and after-school settings with lessons from educational research on learn-
have voluntarily completed hundreds of educa- ing and motivation. In addition to the use of
tional quests without any mandated require- entertainment strategies and research on effec-
ment. These findings, coupled with dozens of tive pedagogy, QA is a vehicle for advancing the
student and teacher interviews, suggest that the social agenda of empowering individuals and
QA context is engaging, meaningful, and educa- communities. Collectively, these three features
tional. (education, entertainment, social commitment)
create an important focus for design and result
In terms of the design of technologies for
in a product that is not a game yet remains
learning, the field of instructional design has
engaging, is not a lesson yet fosters learning,
successfully applied a host of systematic design
and is not evangelical yet nurtures a social
models to develop numerous artifacts that have
agenda. In this article, we treat our work as an
supported learning (Dick & Cary, 1990; Heinich,
example of design-based research (Brown, 1992;
Molenda, Russell, & Smaldino, 1996; Reigeluth,
Collins, 1992; Edelson, 2002), describing both the
1999). Although these models are especially use-
ready-made environment and the complex
ful in supporting human-computer interaction
issues that characterize its implementation in a
designs as tested in usability studies, through
manner that may be useful to others engaging in
our own work we have found that they may not
similar design work.
be as effective when designing for complex,
sociotechnical interactions that are mediated by
technology, that evolve over time, that involve
multiuser collaboration, and that are flexibly THEORETICAL FRAMEWORK
adaptive to the needs of local contexts (Barab,
Schatz, & Scheckler, in press). It is our belief that The theoretical framework for the project may
complex goals involving social interaction are be traced to the early 20th-century writings of
inadequately met by one-time analyses or even Vygotsky (1933/1978; 1934/1986), whose pion-
iterative design models, and instead, require eering work continues to inform such current
designing for sociability and designs that are theoretical discussions as activity theory (e.g.,
flexibly adaptive to local needs (Schwartz, Lin, Engestrm, 1987), sociocultural constructivism
Brophy, & Bransford, 1999). These types of par- (e.g., Duffy & Cunningham, 1996; Rogoff, 1990),
ticipatory designs are iterative, distributed, and distributed cognition (e.g., Cole & Engestrm,
locally owned, evolving, as does a bazaar, rather 1993), and situated learning (e.g., Barab & Duffy,
than being constructed, like a cathedral. 2000; Lave & Wenger, 1991). Many writers have
More generally, our design work is an exam- identified central components of Vygotskys
ple of what we refer to as socially responsive work. Wertsch (1985), for example, described
design. This type of design work involves build- three core themes of Vygotskys theoretical
ing sociotechnical structures that are explicitly framework, including his (a) developmental
designed in collaboration with, and toward the model and his emphasis on (b) social processes
continual growth of, individuals and those com- and on the (c) mediating tools and signs. Five
munities in which they are nested. In our case themes in our work are derived from Vygotsky:
this type of design work has involved balancing (a) human development, (b) social constructiv-
the educational, motivational, and social priori- ism, (c) social context for thought and activity,
ties that underlie our work. More specifically, (d) the zone of proximal development (ZPD),
our work has involved the development of QA, and (e) childrens play.
which includes a series of participant structures, While much research has focused on and dis-
activity sets, and social commitments that lever- cussed the first four themes, our research also
age a multiuser virtual environment to immerse reflects a less widely discussed concern of
children, ages 9 12, in educational tasks. Build- Vygotskys, that of play. Consistent with the
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A GAME WITHOUT GUNS 89

framework established above is Vygotskys tures (Bransford, Brown, & Cocking, 2002).
novel stance toward play: The old adage that Underlying the development of QA learning
childs play is imagination in action must be tasks, curricular units, and the experience of QA
reversed: we can say that imagination in adoles- more generally, is a participatory framework
cents and school children is play without action that stresses hands-on action and reflection as
(1933/1978, p. 93). Vygotskys words empha- components central to the learning process,
sized the centrality of activity. Vygotsky wrote, while treating context as co-determinant of
for example, that play creates a zone of proxi- meaning. This notion of an active learner
mal development for the child. In play, a child engaged in real-world activities figures centrally
always behaves beyond his average age, above in the child-centered, experientially focused,
his daily behavior (1933/1978, p. 102). It is and inquiry-based learning environments advo-
important to clarify that for Vygotsky, play was cated in the literature. It also aligns with current
not simply an imaginary activity somehow dis- frameworks and plans for educational reform
tinct from the real world, nor was play an unre- (Bransford et al., 2002; National Research Coun-
stricted, free activity. Rather, play offers a cil, 1999). Underlying the application of a partic-
context that is constituted by constraints of all ipatory framework to guide the design of QA is
kinds although different and potentially liber- our belief that education and actual experience
ating from many social constraints in which the bear a necessary and intimate relationship.
childs behavior occurs. An important challenge Accordingly, our design work is grounded in
for designers working to leverage play to sup- three related perspectives toward learning: (a)
port learning and the embracing of particular experiential learning, (b) inquiry-based learn-
social commitments is to determine which con- ing, and (c) portfolio assessment.
straints need to be implemented, and how these
are framed so that they are useful and meaning- Numerous scholars and learning theorists
ful to the child. have advocated experiential learning the belief
that learning involves real-world participation,
the belief in the intimate relations between expe-
rience and education, the certainty that under-
THE TRIADIC FOUNDATION FOR DESIGN
standings are derived from and modified
through experience, and the conviction that
A triadic foundation underlies our work. Specific- action and reflection are necessary features of
ally, this involves design work that forges the meaningful learning (Dewey, 1938; Kolb, 1984).
intersection of education, entertainment, and Regarding inquiry-based learning, there is broad
our social commitments. We have worked to consensus among educators and psychologists
understand how to develop a game without in a variety of fields that students learn best
guns that provides excitement without violence, when the learning process involves inquiry, as
a girl-friendly environment that still is attractive opposed to the memorization of the facts and
to boys, that includes inquiry-based and experi- principles that were generated from someone
ential activities that are in alignment with stan- elses inquiry (American Association for the
dards and that can be assessed for learning
Advancement of Science, 1993; Barab, Hay, Bar-
gains, and that is committed to making the
nett, & Squire, 2001; Bransford et al., 2002;
world a better place. Each aspect of this triad is
Krajcik, Blumenfeld, Marx, & Soloway, 1994;
described next.
National Research Council, 1999). Lastly, in con-
trast with assessment as an activity distinct from
the learning process, portfolio assessment involves
Education: Designing for Understanding evaluating authentic student work and proves
to be particularly valuable when evaluating out-
It is generally accepted that learners should be comes that result from experiential and inquiry-
involved in doing domain-related activities, not based learning (e.g., action plans, interviews,
simply receiving the results of someone elses scrapbooks, presentations, stories; Wiggins,
activities as summarized in texts or heard in lec- 1992).
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Entertainment: tent worlds can be thought of as discourse com-


Designing for Engagement munities that recruit complex cognitive and
communicative practices, much the way partici-
Children today grow up in an exciting and pation in scientific communities produces com-
changing world of communication and media. plex cognitive processes (Bartle, 1996; Kollock &
Television, digital technology, the Internet, Smith, 1996). Persistent virtual worlds literally
video games, mobile phones, and personal support hundreds of thousands of users each
desktop and wireless devices create novel ways day, consuming hundreds of millions of man
for children to play, express themselves, learn, hours per game, sporting economies that sur-
communicate, and explore texts, ideas, and pass the gross national product of many actual
identities (Willet, 2001). However, while pro- countries (Castronova, 2001; Kolbert, 2001).
ducers of modern media and popular culture Since desktop computers with powerful graph-
have developed profoundly entertaining prod- ics and Internet capabilities have become readily
ucts to engage our children (Jenkins, 1998; affordable by schools, MUVEs now provide an
Squire, 2002), examples of materials that sup- innovative medium for engaging children in
port academic learning remain few in number learning (McLellan, 1996). For example, Bruck-
and, moreover, rarely integrated with activities man (1998) has been studying how children cre-
in the school setting. This is particularly true ate and share artifacts as a means of learning
with respect to video games, which have been programming and collaborative skills in the tex-
the object of sustained critique by concerned tual MUVE MOOSE Crossing (http://www.cc.
parents and educators (Squire, 2002). A strategy gatech.edu/elc/moose-crossing/) and in the
commonly adopted by the entertainment indus- graphical MUVE AquaMOOSE 3-D (http://ww
try involves developing participatory contexts w.cc.gatech.edu/elc/aquamoose/). Bers (2001)
that have elements of challenge, curiosity, play, studies how children construct identity in a
and control (Cordova & Lepper, 1996). In con- MUVE (http://lcs.www.media.mit.edu/marin
trast, the education and design community has au/Zora/) through sharing stories to form a vir-
developed many curricula and contexts to sup- tual therapeutic community. Dede and Ketlehut
port learning but has not necessarily captured (2003) have been developing and researching
the interests and motivations of children. River City, which uses a Multiuser Virtual Envi-
Instead of learning from the success of modern ronment Experiential Simulator (MUVEES) to
media and pop culture producers, educators introduce an engaging multiuser virtual envi-
have distanced themselves from those who are ronment that teaches science concepts in a way
the most successful in engaging children. that draws on curiosity and play (http://www
.virtual.gmu.edu/muvees). How to establish a
One of the most exciting developments in
MUVE context that engages academic learning
interactive electronic entertainment has been the
has been a focus of our work.
popularization of persistent virtual worlds
(often referred to as Massively Multiplayer Onl- On a similar note, despite long-standing criti-
ine Role Playing Games and multiuser virtual cism (e.g., Cassell & Jenkins, 1998), the software
environments [MUVEs]). These environments industry has been slow to respond to the needs
grow out of the tradition of Multiuser Dungeons of girls. In an exhaustive review of commercial
(MUDs), text-based environments where play- software games, for example, Stanley (Womens
ers collaborate to solve quests, engage in com- Foundation of Colorado, 1999) found that the
bat, develop and manage virtual businesses, number of software titles being produced that
organize and manage virtual societies, politick appeal to girls is very low, and those that are
with other players, design the environment, or available generally lack creative content and
simply participate in text-based chats (Bartle, technological sophistication, and rely largely on
2003; Kollock & Smith, 1996). Of key importance stereotypical themes and ideas (p. 3); or as
to persistent worlds is that they are persistent Herz (1997) quipped, boys games have the
social and material environments, universes only female characters worth playing (p. 182).
with their own culture and discourses. Persis- Significantly, this lack of representation is one of
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A GAME WITHOUT GUNS 91

a host of barriers to what critics call for as gen- value-neutral, traditional ethnographic or
der equity in computing (Turkle, Dennis et al., anthropological approach. The goal in this work
2000/2002, p. 264). As such, a core focus for our is to uncover, expose, and deconstruct those
socially responsive design work has been to power structures that serve to subjugate a seg-
develop a MUVE that equally engages boys and ment of a population (Glesne, 1999). Said sim-
girls. ply, critical ethnography seeks to empower the
people it aims to understand. However, Barab et
al. (2002) argued,
Social Commitments:
Designing for Change
While critical ethnography does embrace a social com-
mitment or critique and, as such, has value added
Some have argued that research should be over traditional ethnographic accounts, it does not
grounded in social commitments that empower necessarily package this critique in a manner that can
the disenfranchised or underrepresented to be used by others who were not part of the site in
direct their own activity, rather than allow it to which the critique was developed, thereby limiting its
potential impact. (p. 2)
be directed by the agendas of others or of extant
social structures. Fine (1996), for example, pro-
moted anthropological research which empow- The field of instructional design has pro-
ers as it exposes, which offers critique as it duced many products, and has developed
reveals not only what is not but what could be numerous principles for designing them. While
(p. 16). Reason (1994) and Finn (1994) advocated these well-designed programs, software appli-
participatory action research, referring to work cations, and online communities have sup-
that explicitly seeks to empower both groups ported deep understandings and novel
and individuals. Delgado-Gaitan and Trueba practices, less common in this design work is an
(1991) developed a framework called the Eth- agenda that has the goal of exposing and trans-
nography of Empowerment, which seeks to forming inequities. It is in the service of an altru-
uncover disempowering structures, leading to istic agenda that we have taken up socially
the eventual empowerment of disenfranchised responsive design, which has at its core the goal
communities. Levinson (1998), in support of of designing sociotechnical structures that sup-
bringing an empowering social commitment to port users and those communities in which they
research, wrote, The justification for [applied] are nested in their own transformation.
research does not derive solely from theoretical
considerations; it derives from a perceived prob-
lem in need of solution, or an opportunity for METHODS
humane intervention (p. 86).
It is our view that not only education but Our design process for this project can be
even design work should be conducted in a thought of as an example of design-based
socially responsive manner; that is, aspiring research, or what Brown and Collins referred to
toward such ideals as empowerment, and being as design experiments. This methodological par-
socially responsive while articulating and even adigm was introduced by Collins (1992) and
operationalizing those commitments. Firmly Brown (1992), who advocated a new method-
ensconced in our research, design, implementa- ological approach for carrying out research and
tion, and evaluation practices, then, this central design work in the context of real-life settings. In
theme of social empowerment infuses our work communicating the activity and the need,
with meaning. Brown (1992) stated,
Applied or critical ethnographers are com-
mitted to exposing unequal power structures As a design scientist in my field, I attempt to engineer
innovative educational environments and simulta-
and advocating the social consequences of
neously conduct experimental studies of those innova-
anthropological work (Freire, 1970/2000; Levin- tions. This involves orchestrating all aspects of a
son, 1998). This work takes a step toward bring- period of daily life in classrooms, a research activity for
ing a transformative agenda to the more which I was not trained. (p. 141)
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Design-based research involves introducing involves four components: (a) developing a


innovations into the booming, buzzing confu- thick description of one context (Geertz, 1976),
sion of real-world practice (as opposed to con- (b) developing a series of social commitments
strained laboratory contexts), and examining the that have local and global significance, (c) reify-
impact of those designs on the learning process ing these understandings and commitments into
(Barab & Squire, 2004). Lessons learned are then a design, and (d) supporting scaling up and local
cycled back into the next iteration of the design customization. This process involves design
innovation. Roth (1998) found that: work coupled with the continual production of
naturalistic interpretations based on both quali-
Because of the closeness to the classroom, design tative and quantitative data over extended time
experiments constitute research efforts that are not frames and at multiple sites; it involves using
only suitable to generate theory from practice, but multiple data sources and continually cycling
because of the thick descriptions they can provide
between the processes of data collection, coding,
inform practice and practitioners in meaningful ways.
(p. xvii) and analysis, with the lessons learned at each
step being used to direct the subsequent pro-
cesses (Scriven, 1983; Stake, 1978, 1995). Qualita-
Because design experiments develop theory
tive data collection efforts target the evolving
in practice, they can lead to interventions that
technical structures (e.g., Websites, developed
are trustworthy, credible, transferable, and eco-
artifacts at the Centers, design decisions) as well
logically valid.
as the social relationships, interactions, member-
Socially responsive design work adds produced work, and conver- sations (online and
another layer of complexity to the already com-
face-to-face) through which these structures are
plex process of instructional design. One no
informed and take on meaning. Further, in this
longer simply designs an artifact to deliver pre-
work the technical structures and personal rela-
defined content or to support a process in which
tionships are not treated separately, but instead
the final product is already known. Instead,
ethnographic procedures and specifically, par-
socially responsive design work involves engag-
ticipant observation, interviews, and member
ing participants in activities that expose inequi-
checking are used to better understand the social
ties, stirring interest in complicated issues and
issues as they relate to the technical affordances
stimulating local ownership over the entire pro-
of project elements.
cess. Socially responsive design work brings
together critical ethnography, instructional The interpretations presented here are
design, and social activism with a focus on pro- derived largely from the qualitative data, col-
ducing a designed artifact and process that has lected by 10 researchers over a 30-month period
at its core the goal of facilitating individual and from multiple locations both here in the United
societal transformation (Grills, 1998), creating States and overseas. Our understanding of the
ties to action research (Eden & Huxham, 1996; data began through our reflecting on our experi-
McNiff, 1995; Stringer, 1996; Wells, 1999) and ences and the extant data to produce a list of the
critical ethnography (Freire, 1970/2000; Levin- issues that were important for understanding
son, 1998). However, where the action QA. However, rather than existing as episodes
researcher and the critical ethnographer stop at or periods independently of each other, these
the daunting task of supporting change in one issues may be considered as braids that, when
particular context, the design ethnographer described as a collective, form the tapestry that
accepts the added challenge of reifying this cri- is QA. Although it is common to look to the
tique and associated social commitments into a designed (technical) artifacts as QA, a richer and
design that can be taken up and usefully inte- more useful perspective can be gleaned from an
grated into other contexts. appreciation of the complex sociotechnical
Given the above complexities, socially issues that have surrounded the development
responsive design involves the process of design and implementation of QA. In identifying which
ethnography (see Barab, Thomas et al., in press). issues to highlight, we examined our field notes
As a brief overview, design ethnography and submitted articles; reviewed e-mail
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A GAME WITHOUT GUNS 93

exchanges, student work, and interviews; and Regalia and rewards associated with
reflected on our first-hand experiences to advancement and wisdom.
develop a useful list of those braids that were
most significant to the project and that would be
An individual home page for each child,
showing their advancement and serving as a
most useful to others. This process resulted in
repository for their work.
the identification of four braids presented in the
Core Themes section of the results, following the Through this metacontext, quests and mem-
discussion of the flexibly adaptive design itself: ber behaviors are targeted and instilled with
(a) Creating a Vision, (b) the Participatory meaning, with their primary function being both
Design Process, (c) Developing a Metacontext, structural (providing a cohesive framework)
and (d) Supporting Project Implementation. To and motivational (providing an engaging con-
provide a context for the reader, described first text to stimulate participation and learning).
is the technical design, with the caveat that this However, in contrast to traditional role-playing
is a fragmented picture of the larger sociotechni- games, in QA the students game identity and
cal design that constitutes QA. activity are dependent on his or her ability to
exit the virtual environment to accomplish
quests in the physical world. Given the authen-
FLEXIBLY ADAPTIVE DESIGN: THE tic nature of participation, identity within QA
TECHNICAL INSTANTIATION OF QA might best be considered an extension of ones
daily self, rather than a fiction, experiment, or
A central component of role-playing games is substitute. At one level, QA is a MUVE that
that the user assumes a role within the game immerses children in educational tasks as part of
context. In QA, the child is assigned the task of an online adventure to save Atlantis from
using the virtual environment and responding impending disaster. However, the QA project is
to the associated quests (developmentally more than a computer program; QA is best
appropriate activities that include a task de- viewed as a series of participant structures,
scription, specific goals, and useful resources), activity sets, and social commitments that con-
so as to help the Council of Atlantis restore lost stitute the QA identity what is referred to in
wisdom. The QA story line (or myth), associated the business world as a brand.
structures, and policies constitute what is The QA community consists of both the vir-
referred to as a metagame in the commercial tual space and the face-to-face QA Centers. In
gaming sector. A metagame refers to a genre of order to participate in QA, children must be
play in which there is an overall structure that associated with a particular QA Center (such as
lends form, meaning, and cohesion to collection participating elementary schools, Boys and Girls
of nested activities or games, all of which have Clubs, local libraries) and must register on the
their own identifiable rules and challenges. This QA Website. Once students are registered, they
structure creates a boundary condition that may use the QA software at any participating
unites the individual actions and outcomes of Center or from other locations with Internet
these otherwise disparate activities. Specifically, access. When the QA software first opens, stu-
the QA metagame consists of several key ele- dents are presented with a split screen in the
ments: interface window: On the left is the virtual envi-
ronment through which students can explore,
A shared mythological context that estab-
interact with others, and find quests; on the right
lishes and supports QA activities.
is a side-bar browser, opening dynamically gen-
A set of online spaces through which chil- erated Web pages to support the QA experience
dren, mentors (local staff, older children, or (see Figure 1).
teachers), and Atlantian characters can inter- The virtual space is organized into different
act with each other. 3-D worlds; by using their avatars students
A well-defined advancement system cen- move through these worlds, meet the avatars of
tered on pedagogically valid activities that other students, participate in communal activi-
encourage academic and social learning. ties, and explore different quests. The partici-
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94 ETR&D, Vol. 53, No. 1

Figure 1 A screenshot from Quest Atlantis, showing a scene from a village on the left and the
homepage for a student on the right.

pants attributes persist from one session to the serve other functions. These pages are opened
next and are saved within an avatar, that is, a when the user clicks hot objects in the virtual
virtual placeholder symbolizing ones identity 3-D space. The 3-D space also includes other
in the virtual space and allowing interaction structures that facilitate novice and expert use,
with the environment (Damar, 1998; Poole, allow students to experience rudimentary 3-D
2000). The avatar itself is the vehicle through building, facilitate collaboration among mem-
which the participant interacts with the environ- bers, and offer a multitude of other activities that
ment; the avatar develops a customized look, a support identification with the QA experience
status, and a character as it interacts with the and that help to actualize our social commit-
avatars of other members, allowing the individ- ments and support learning. Children can even
ual to experiment with different aspects of his or coquest with each other, completing the same
her identity (Bruckman, 1998; Donath, 1999; quest tasks together and then individually
Turkle, 1994). The interface features toolbar uploading their reflections.
options for customizing the experience, along Other QA activities extend beyond the virtual
with a function for text-based chatting. The vir- space: For example, students develop and sub-
tual world presents links that open quest pages mit their work on quests, and they communicate
and other QA pages in the side-bar. with each other and with the Atlantis Council.
The pages that open on the right side of the The pages in the side-bar also support these
QA interface perform different functions, but activities by offering information on each
they behave in a similar manner: They all pres- students work, providing tools for sending e-
ent summary information in the side-bar, and mail within QA, and giving each student a cus-
this information can be opened in a larger pop- tom home page that other students can visit. The
up window for viewing and editing (see Figure home page is the default page in the side-bar,
2 for the most common features of the side-bar). and the other pages are opened by clicking the
The side-bar pages host custom home pages, navigation links. There is also a Teacher Toolkit
introduce quests, announce timely news, and that teachers can use to register students in their
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A GAME WITHOUT GUNS 95

classroom, register quests for their particular of Meaning and an associated series of engag-
classroom, review student work, assign student ing quests. The themes were designed to span
work to other students for review, assign diverse areas of knowledge and feature some-
awards to individual students, and keep track of thing for almost everyone, yet still overlap aca-
student e-mails and chat entries. demic categories. Each village houses a
By moving their avatar through the on-screen spectrum of quests (engaging academic tasks
environment, citizens travel to virtual worlds that take 20 min 1 week to complete) ranging
where they can read about and listen to the from simulation to application problems of
themes of these worlds, complete quests, talk varying levels of complexity.
with other children and with mentors, and build Completing quests requires that students
their virtual personae. The virtual space participate in real-world, socially and academi-
OTAK is divided into worlds. Each of the four cally meaningful activities, such as conducting
primary worlds of the OTAK (a) Unity World, environmental field studies, interviewing fami-
(b) Culture World, (c) Ecology World, and (d) lies and friends, researching community prob-
Healthy World is divided into three villages lems, examining current events from multiple
(e.g., Unity World includes Global Village, Com- perspectives, writing autobiographical anec-
munity Power Village, and All About Us Vil- dotes, producing advocacy media, or develop-
lage) that hold up to 25 quests. The OTAK ing real-world action plans. Each quest is also
currently contains the OTAK-Hub, and the four connected to local academic standards and to at
primary worlds. The OTAK-Hub is the central least one of our social commitments, discussed
location from which to teleport to each of the below. Students can select a number of these
worlds. It also offers introductory quests, the quests, based on their interests or as assigned by
Trading Post, general information, and the their teacher if they are participating as part of a
Quests of the Moth. Each village has a title school. The childrens work on quests, which is
reflecting a theme for example, Community submitted through an interface integrated with
Power, Animal Habitats, Water Quality, Words the client software, includes both content-area

Figure 2 The OTAK side-bar, which introduces quests, announces timely news, opens the
Trading Post, and serves other functions.
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96 ETR&D, Vol. 53, No. 1

findings and personal reflections to foster reten- tion structure or activity set, which includes var-
tion, critical thinking, and metacognition. Both ious quests and a culminating activity, such as
the content-based findings and the personal, children developing a worlds fair to promote
process-oriented reflections are assessed by the international awareness. Another example is the
teacher and/or other students. In this way, the diversity unit, in which children produce a
quests bring together two traditionally disparate diversity affirmation book; that is, a collection of
forces the motivation of free play and the rigor child-developed poems, stories, songs, pictures,
of academics and, through a system of checks artwork, and such; along with a diversity play,
and balances, they scaffold childrens explora- in which students engage community issues as
tion while ensuring robust content. part of a script performed at the local theater for
parents and community members. The impor-
By completing quests, the child earns points
tant point is that with currently more than 400
and gains status in the virtual environment.
quests, 8 unit plans, and 25 starter activities, no
These points can be exchanged at the Trading
teacher could possibly implement all QA activi-
Post for items such as QA stationery, stickers
ties. Therefore, when conducting workshops
and pins, and even trading cards about famous
with teachers, we introduce QA as a collection of
people the latter became a powerful form of
resources, opportunities, social commitments,
motivation in our initial work. Over time and
and an engaging MUVE structure that they can
after completing a series of quests, the student
integrate in diverse ways to meet local imple-
can gain virtual world privileges, such as walk-
mentation needs a process described in the
ing through objects and flying, and even acquire
next section.
building permission for the virtual space. Addi-
tionally, student home pages allow students to
develop an online persona, itself a powerful
CORE THEMES
motivator for engaging participation in online
worlds (Turkle, 1995), and moreover, these per-
Creating a Vision
sonae contribute to formative identities or sense
of self (Bers, 2001).
An important feature of effective design work is
Childrens work on quests includes that it is grounded in the life worlds of those it is
responses (text reports or uploaded file attach- meant to serve. Most instructional designers
ments) and reflections (text commentary), both usually begin with some sort of needs or context
of which are submitted through an online sys- analysis (Heinich et al., 1996), to understand the
tem that connects students and the Council. As potential context of use. Though we did collabo-
part of the legend underlying QA, this Council is rate with local sites to conduct some limited con-
a group of Atlantians committed to staving off text analyses, in the beginning we believed that
disaster by learning about the Earth by way of we had a fairly solid vision of what needed to be
children. Council members are characters that designed and so treated these sites more as
appear in such media as the QA videos, comic usability sites than as precipitants of a funda-
book, and novella, as well as the 3-D space and mentally altered vision (Barab, Thomas et al., in
the introductory video for commencing the proj- press). Over time, however, these sites became
ect at new sites. Although children know the less of a repository for our predesigned vision
Council is not real, they, along with participat- and more of a collaborative group with whom to
ing teachers, consistently state that they find the coconstruct a vision of QA. Toward this end, we
story line quite engaging, and helping the Coun- spent more and more time listening, eventually
cil rebuild the lost knowledge of Atlantis serves choosing to build an ethnographic account of
to establish an altruistic context for participa- one after-school site (Geertz, 1976), and conduct-
tion. ing interviews and focus groups with others, all
An additional component that supports of which were used to guide our future design
implementation is the QA project unit plans. work. This process uncovered much detail about
The two-to-three-week-long units aid the the various life worlds of the groups with whom
teacher by providing a manageable implementa- we designed QA.
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A GAME WITHOUT GUNS 97

This attitude of treating potential and actual world. Toward realizing this mission, the pro-
participants of the system as collaborators has gram came to embrace seven social commit-
permeated our thinking, and, two years later, ments and respective, abbreviated slogans that
continues to inform the project through its scal- underlie our design decisions:
ing and adaptation. Another core change in our 1. Creative Expression I Express Myself.
thinking during this initial period involved
2. Diversity Affirmation Everyone Matters.
shifting from designing a learning environment
simply for content learning, to developing a 3. Personal Agency I Have Voice.
series of participant structures targeted toward 4. Social Responsibility We Can Make a Dif-
the development of the entire child. This shift ference.
reframed QA less as a Website or computer pro- 5. Environmental Awareness Think Globally,
gram and more as a sociotechnical network con- Act Locally.
stituted by various design structures, numerous 6. Healthy Communities Live, Love, Grow.
participants, emerging and ongoing social rela-
7. Compassionate Wisdom Be Kind.
tionships, and particular norms and values.
Moreover, the commitment to socially respon- These commitments are evident in the ani-
sive design became more evident: For instance, mated movies, emergent plotlines, choices of
instead of simply supporting math and science topics for quests and unit plans, and posters
learning, quests were focused on the adopted adorning Center walls. They are what drives our
social commitments. This also led to the devel- work and what excites the teachers to become
opment of Unity World, for example, with its involved. In fact, teachers remark that the most
associated villages of Community Power, Global common reason they join QA is to be involved in
Awareness, and All About Us titles reflecting a a project that is connected to standards, that
commitment to empower the whole learner and integrates technology, and that has meaningful
his or her nested communities. social commitments.
Toward understanding the lives of those A final aspect of the initial vision relates to
with whom we design, we spent time learning good pedagogy, specifically, the commitment to
about the television shows children liked to support experiential and inquiry-based learn-
watch, the movies that interested them, the ing, as well as to integrate portfolio-based
music they listened to, the magazines they read, assessment practices. The design of QA reflects
the games they liked to play, and what and who the need for both action and reflection, with a
were considered cool. The children told us focus on inquiry-based activities that support
what they liked to do in school, at home, and the learner in generating information, in evalu-
with friends, and they let us work with them in ating its relevance to real-world problems, in
the computer lab at the after-school center. The constructing meanings in authentic settings, and
children also borrowed cameras, photographing in justifying the credibility of assertions. This is
scenes in their lives to show us what was impor- demonstrated best by the quests, which intro-
tant to them. With this data, we attempted to duce a problem for inquiry and provide
identify patterns, such as which games the girls resources to support learners in their inquiry.
liked to play and which most interested the These inquiry-based activities are grounded in
boys, and, as much as possible, worked to real-world issues and require the application of
instantiate all of these interests into the develop- principles, methods, and conceptual under-
ing project. As the design of particular struc- standings associated with core disciplines.
tures progressed, our use of rapid visual
prototyping helped us to understand and
respond to the preferences of the children. The Participatory Design Process
The evolving mission of QA is to support
children in developing their own sense of pur- Consistent with others involved in participatory
pose as individuals, as members of their com- design work (Gaver, 1996; Schuler & Namioka,
munities, and as knowledgeable citizens of the 1993; Schwen, Godrum, & Dorsey, 1993; Was-
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son, 2000), our design process has involved a facilitate social interactions that are supportive
collaborative posture in which those who imple- of the program and the user, as well as the com-
ment the design work also have a hand in its munity of which they are a part.
evolution. This began at our initial Boys and Although participatory and emergent by
Girls Club site and has continued throughout design, the QA program must articulate a set of
the implementation and scaling process. These easily understood goals that support meaning-
collaborations provide opportunities for us to ful learning. Balancing entertainment and edu-
collectively develop understandings on how to cation has been a delicate and difficult task, one
integrate QA in particular contexts and, at the that directly speaks to the nature of both motiva-
same time, to understand how to reconfigure tion and cognition. In terms of the former, the
QA to better support multiple contexts. Rather entertainment value (as an expression of motiva-
than distribute a completed design, our main- tion intrinsic to the game) is incredibly impor-
taining a participatory posture creates a better tant toward establishing a context for learning
relationship with future Centers and helps us to that will also be of interest to the children. How-
learn through these collaborations. It also allows ever, pandering to too many requests for enter-
the Centers the freedom to implement QA in a taining products puts us at risk of becoming
manner that meets their local needs. Throughout educational researchers who simply support the
the design and implementation process, we use of video games in education. The balance of
have worked with children, staff, and parents as play and learning is a delicate one, and at the
codesigners, mutually determining the purpose, center of this balance is that the quests the
value, and worth of the emergent collaboration chief form of achievement and cause of advance-
and design work. For instance, as participants ment require academic work. In terms of
implemented QA in their respective contexts, engagement, we have found that the social com-
they sent us dozens of e-mails on an ongoing mitments are frequently as motivating to chil-
basis offering suggestions that were then used to dren as are the entertainment aspects of the
direct further design revisions. The agendas of project.
our collaborators have been as significant in
With respect to balancing the educational
determining the direction of our research and
and entertainment value of QA, when children
development as were those goals that initially
are introduced to QA as a game, they may be
informed the project.
disappointed and frustrated by the amount of
A core challenge of design work is to avoid academic work required. However, when chil-
becoming more focused on the designed prod- dren are told that they are going to do educa-
uct than on the people and interactions that the tional activities on the computer, then they
design was developed to support. Even when themselves characterize QA as a game and
design work aims to support human-computer become more willing to do the work. In fact, one
interactions, there is a commitment to usability child involved in the program in an after-school
studies in which the designer observes the use of context referred to QA as a work activity, but
the final design in context by potential users. when QA was introduced at his school, he
However, our focus is not simply to design described it as a game. Such a shifting character-
usable technical structures that support human- ization of the program not only reveals our tri-
computer interactions, but to develop technical adic foundation as dynamic but emphasizes the
structures that support human-human interac- role of context in codetermining meanings. Our
tions as mediated through technology. recent research involved interviewing four
Designing in response to the social transactions dozen children and collecting questionnaire
and emergent norms for use is complex work data from another 200 about how they rank QA
that involves addressing both usability and in terms of playing, helping, learning, and work-
sociability challenges (Barab, MaKinster, Moore, ing. While some activities might have scored
Cunningham, & the ILF Design Team, 2001; Pre- high on one particular dimension, QA scored
ece, 2000). When designers focus on ongoing significantly higher on the sum of all four
sociability issues, they have the opportunity to dimensions than any other activity in which the
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A GAME WITHOUT GUNS 99

students engaged (e.g., non-QA school work, is that the development of the game identity
playing with friends, reading books, etc.) (Barab reflects the childs ability to accomplish activities
et al., 2003). The fact that children regard QA as in the real world, not simply in the virtual envi-
a form of play even though they are doing school ronment bringing together what is real and
work, and that they rate it almost as highly on what is virtual. In this way, the fantasy overlaps
this dimension as playing video games, is partic- with the real world, providing a mutable plat-
ularly interesting, given that a significant amount form through which our social commitments
of QA activity involves doing academic work. become manifest and suggesting that the QA
Interviews with children suggest that the context is not simply a role-playing environ-
metagame context can turn even an academic ment, but extends through a story line that
activity into one that is more associated with directly engages issues of real-world identity
play a point taken up in the next section. and community. Neither the entertainment nor
the educational aspects of QA are given priority:
Favoring the latter will alienate the children,
Developing a Metacontext
while favoring the former will alienate those
stakeholders (teachers and staff) who are the
gatekeepers of the school.
A core component of role-playing games is that
the user assumes a role within the game context. The design for QA has involved establishing
As stated above, a metagame refers to a structures in which learning and reflection are
macrolevel structure that subsumes and gives central, even becoming activities that are mean-
coherence to multiple microlevel activities. This ingful in their own right. Providing evidence of
is frequently the case in online role-playing this occurring is that, in addition to the thou-
games such as Everquest (http://www.everqu- sands of assigned quests, children have com-
est.com) or Asherons Call (http://www.asher pleted hundreds of quests either in after-school
onscall.com) (Axelsson & Regan, 2002; Koster, contexts or without being assigned by their
2000). In these games, there is some larger task teachers. Further, in one branch of our research,
(e.g., saving the world from invading monsters) students complete one of the quests either as
involving multiple activities such as killing part of the QA context or, alternatively, as a
monsters, building houses, purchasing armor, worksheet stripped of any mention of the Coun-
finding gems, accruing apprentices, and so cil or the QA context more generally. Prelimi-
forth. In QA, members are asked to help the nary results show that students are willing to
Council rebuild the Arch of Wisdom, which was complete significantly more work and rate the
destroyed by misguided rulers seeking techno- activity as more interesting when completed in
logical progress at any cost; as a result, their the context of QA (Barab et al., 2003). Even so,
world faces environmental, moral, and social the use of point systems and various rewards
decay. Through completing quests, developed structures to motivate student work may be con-
primarily by the fictitious Atlantian Council to sidered coercive, so we continue to seek to estab-
address specific social issues, students assist the lish ways to focus student participation, not
Council in building a collective knowledge base solely on earning points, but instead on the qual-
to help them address their problems and save ity and pleasure of the work itself. Still, despite
Atlantis from problems similar to those faced on this concern over the use of points and associ-
Earth. To the extent that students buy in to ated reward structures to engender participa-
this story line, they complete quests for the tion, the evidence does not suggest that these
game, but at the same time address real-world structures undermine other school work.
issues on Earth. Consistent with traditional conceptions of
In terms of entertainment, a large part of the multiculturalism, the QA Council includes male
success of persistent virtual environments and female characters having features associ-
involving role playing results from their provid- ated with African American, Asian, Hispanic,
ing users the opportunity to enter a different and Anglo populations. Though this distribu-
(virtual) world (Reid, 1999). A key aspect of QA tion is grounded in the demographics of the
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100 ETR&D, Vol. 53, No. 1

early student participants, further reflection lecting them, talking about them, and trading
might challenge whether mere balanced hetero- them. For this reason, QA trading cards were
geneity truly represents broad cultural diversity. developed with the expectation that as students
In fact, our Australian and Singaporean collabo- earned points through questing, they could
rators have commented that the story lines, trade them in for cards. Our trading cards repre-
norms, quests, and ways of interacting within sent real people (e.g., Jacques Cousteau,
the program may not represent those associated Mahatma Ghandi, Mother Theresa) and their
with people from their own countries. Accord- positive contributions to the world. Signifi-
ingly, this led to the development of multicultu- cantly, students engage in quests, not only for
ral quests and the featuring of issues of cultural school credit or QA points, but as part of the
homogeneity within the QA legend, with the greater mission in helping the Council of Atlan-
Council positing the lack of multiple perspec- tis rebuild its lost knowledge, an altruistic con-
tives as a core problem facing Atlantis. In this text that has proven quite compelling to girls
way, issues of multiculturalism are implicitly and boys alike.
engaged through the QA backstory, and explic-
itly targeted in particular quests.
Entwined in the history of QA and the devel- Supporting Project Implementation
opment of its structures is our ongoing concern
with gender representation (see Cassell &
A commonly cited feature of successfully imple-
Jenkins, 1998), including responding to sugges-
mented educational programs is their ability to
tions from industry (e.g., Laurel, 2001) and our
adapt to the needs of local contexts (Fullan,
own research. For example, the bright and vivid
1993), particularly with programs that entail a
colors of the virtual worlds, as opposed to the
reform agenda such as supporting educational
dark and gloomy look of many MUVEs
innovation, identity transformation, or cultural
designed by the entertainment industry, were
change. Every context challenges the project
implemented in particular to engage girls. Girls
with a new set of circumstances, personalities,
express enjoying plot and story, and we sup-
resources, cultural norms, and other variables
ported this with a rich backstory for our legend,
that directly and indirectly speak to the viability
and worked to develop the characters, including
of project implementation. Many researchers
featuring a blue-haired teenage girl as the cen-
who have studied the implementation of pro-
tral character, an identifiable entry point for girls
jects in multiple settings have found that local
into the project. In fact, we have consistently
customizability is the key to successful imple-
learned through interviews with children and
mentation (Randi & Corno, 1997). That is, the
teachers that choosing a girl as the central char-
program must be flexible enough to adapt to
acter has been one of the main reasons that ini-
local conditions and provide meaningful ways
tially girls find QA to be engaging. Therefore,
for local stakeholders to legitimately feel that
we consistently ensure that in each movie
they are part of the project and that their opin-
poster, comic, novel, and so forth, we always
ions are not only respected but show tangible
have a girl featured. Of the more than 3,000 reg-
manifestations in their local iteration of the proj-
istered questers, 49% are female, and these girls
ect. However, this customization can go too far if
have submitted more than half of the quests, and
the local adaptations result in a metamorphosis
have sent more than 15,000 e-mails (58%), while that renders the innovation unrecognizable. For
boys have sent only 11,000 (42%); the girls have example, early on in the project, a large and
posted more than 85,000 lines of chat (55%), promising district proposed simply using the
compared to the boys, who total 70,000 (45%). technological skeleton yet not adopting the par-
Additionally, girls have rented as many plots of ticular curriculum or social commitments.
land and built as elaborate virtual structures as Despite our enthusiasm about their interest and
have boys. the funds they would bring to the collaboration,
Similarly, many boys reported that they col- our conviction was that their proposal disre-
lected trading cards of all kinds: They like col- garded the most innovative and important
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A GAME WITHOUT GUNS 101

aspects of QA. On the other hand, to the extent The tension between reproducing innova-
that our social commitments may be reified in tions in multiple contexts our of whole cloth and
the design, a users engagement with the design offering a program that flexibly adapts to multi-
artifacts may afford and even invite consider- ple contexts is central to the problem of broad
ation of the commitments, so in this regard a diffusion. How does an educational program
robust design might help even philosophical ori- maintain its fidelity while adapting to different
entations survive in contexts hostile to them. contexts? At what point do these adaptations to
Schwartz et al. (1999) argued for flexibly adap- local contexts become lethal mutations (Brown,
tive design processes that allow educational 1992) that kill, dilute, or distort the flexibly
products to be designed in a way that strikes a adaptive innovation? A major struggle in the
balance between complete control by designers implementation of QA has been to usefully har-
and easy reconfiguration by teachers and other ness this tension between the need for local
stakeholders who will use the products. Offered customization and maintaining the programs
as components of the QA program are a variety integrity, finding the strengths in both without
of resources in various media (i.e., a MUVE con- endangering either. This tension is apparent in
text, comic books, a novel, a board game, trading the inquiry-based pedagogy that underlies
cards, unit plans, scavenger hunts, quests), so much of QA. A common initial sentiment of
that teachers can integrate QA based on their teachers when they hear that QA is a technolog-
own local needs. In fact, there is no one distinct ical program to support learning is that QA will
QA program: Multiple activity sets afford the somehow teach children. However, QA does not
production of different activity systems support- teach, but instead provides an engaging context
ing different needs. For example, a situation in and set of nested activities, all of which require
which a teacher implements only random quests active participation on the part of the student
or only tangentially engages the QA story line and teacher. As a result, implementing QA actu-
results in the creation of a context very different ally means more work for teachers, as they are
from one in which a teacher implements a com- required to support students undertaking
plex unit plan. Even in terms of unit plans, some quests, and then review student work all of
teachers focus on language arts, others on sci- which occurs in a public space that can be scruti-
ence, and still others on social studies, for exam- nized by the school administration and even the
ple. Having multiple participant structures parents of the child who submitted the work.
allows us to support the needs of different con- Teachers, and certainly staff working at after-
texts as well as different teachers, teaching school sites, may not be trained to support
styles, and preferences, and also different stu- inquiry-based learning, thus creating scaling
dents, parental concerns, and stakeholders. One challenges as teachers and staff must master a
problem with this freedom arises when teachers new technology, understand the framework of
omit aspects deemed central to our pedagogical QA, and employ a new pedagogy that is time
and social commitments. For example, one consuming and less expedient than simply hav-
teacher who used QA with five different classes ing students learn specific facts.
never showed students the legend, thus under- A final approach undertaken to support scal-
mining the social commitment and the game- ing involves the use of buoys. A buoy is an
ness of QA. Another teacher, instead of individual who has become a committed early
providing rich portfolio feedback, assigned adopter (Rogers, 1995) of the program. The
numbers from a rubric score as review feedback buoy, who must be a person from the local con-
for student quest responses. In both of these cir- text and not simply a QA staff member, assists in
cumstances, important aspects of QA were com- the programs technological, pedagogical, and
promised. However, all of these relationships social implementation by serving as a mediator
begin with a discussion of the triadic foundation between those at the local site who are imple-
of our work so that teachers understand our menting QA, and the QA staff. To support QA
pedagogical framework, our social commit- both nationally and in international contexts,
ments, and the metagame structure. local educators were identified to serve as buoys
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to support the program and its local implemen- that have an altruistic agenda and engaging par-
tation. Currently the QA project has buoys in ticipants in their own and their communities
Florida, Australia, Singapore, Denmark, and ongoing transformation.
Malaysia, with more than 3,000 registered users. Central to socially responsive design work is
These buoys use QA not only as a program to a methodological approach referred to above as
support the educational and social needs of chil- design ethnography. Whereas the basic ethnog-
dren and their communities in each local setting rapher builds a thick description with the goal of
but also as research sites. For example, our col- understanding the culture (Geertz, 1976), the
league in Australia is supporting teachers by critical ethnographer (Levinson, 1998) goes a
helping them register students and integrate
step further to leverage this understanding to
unit plans, yet at the same time she is collecting
develop a critique with the goal of transforming
data to publish as her own research and to
the context that is being researched. In our work
inform our project evolution. In this way, each
we have gone farther still, reifying this critique
QA site becomes a site of research, with the buoy
into a design (consisting of artifact and process),
serving as the chief architect of that research.
with the expectation that this design will engage
The buoy is thus a codesigner of QA, an
children and their communities at others sites in
implementer of the program, a researcher of its
meaningful issues affecting their local commu-
implementation, and an evaluator. The findings
nities. This latter process risks the charge of eth-
that spring from this research and evaluation are
nocentrism; however, our conviction is that if
cycled back into the design of QA to inform its
the process is managed with respect, if the
continual redesign and ongoing development.
design itself is flexibly adaptive, and if each
This collaborative partnership supports the scal-
implementation is treated as collaborative, then
ing of QA as it continues to be implemented in
this type of design work bears much potential to
an increasing number of sites and range of con-
positively influence the world. At a basic level,
texts.
we have come to value the importance of having
a flexibly adaptive program (Barab, Thomas et
al., in press). The term flexibly adaptive can be
DISCUSSION related to the diffusion of innovations such as
QA by considering that innovations must be
able to adapt to multiple contexts if they will be
This description of QA has provided an over-
broadly implemented.
view of both the ready-made structures and the
core themes that characterize its design and As an instance of socially responsive design
implementation. At its core, QA sits at the inter- work, QA combines elements of playing, work-
section of education, entertainment, and our ing, and helping. It is our conviction that if we as
social commitments, creating many tensions as educators do not develop more gaming-like
we work to balance these features to produce a principles into our design tool kits, then the
metagame without guns that supports academic entertainment industry and market, which have
learning, individual development, and social less vested interest in supporting positive iden-
transformation. In this manner, the project inte- tity development than we do, will be the teach-
grates principles underlying the development of ers of our children. We have tried to capture the
entertaining games (play, challenge, curiosity, enthusiasm and motivation inherent in enter-
and control) into the design of a learning envi- tainment products, yet situate these into a posi-
ronment, a practice frequently absent from text- tive context focused on empowering children,
books and school-based activities. The project supporting learning, and promoting a social
also entails a rich metagame context through agenda. This has involved more than simply
which children perceive their participation as designing a product, but has involved the cre-
meaningful and engaging. More generally, the ation of a QA brand, including the development
QA project may be regarded as one instance of of sets of resources that include but go beyond
socially responsive design work, a process that the computer program. In this way it is our
involves developing sociotechnical structures challenge, much as it is for Sesame Street or
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A GAME WITHOUT GUNS 103

Blues Clues, to develop a vision for what it solidarity, the ability to collect objects, and the
means to be a product user and then to embed facility to customize avatars. Sixth, QA offers a
this vision as a potential outcome of interacting flexibly adaptive curriculum, thereby supporting
with the numerous project resources. However, local adaptation and allowing each participating
it is not simply our goal to ascribe usage or par- site to customize the experience in a way that
ticular values to project participants, but to meets its local needs. Seventh is the multidiscipli-
develop resources that support local interpreta- nary focus, with QA being a metacontext that
tions of the core commitments, values, and
brings together content from multiple domains
beliefs that underlie our work. Further, it is our
including science, math, reading, social studies,
expectation that the lessons learned in QA will
and language arts. QA contains multiple worlds,
extend to activities outside of QA as well.
each dedicated to a particular theme and disci-
QA has a number of characteristics that have
plinary content. For example, EcoWorld con-
helped it become a valuable intervention for
tains quests related to measuring water quality,
schools. First, it advances a social commitment. The
understanding different habitats and biodivers-
mission of QA is to support children in develop-
ity, practicing scientific inquiry, and many other
ing their own sense of purpose as individuals, as
topics related to ecology and the environment.
members of their communities, and as knowl-
edgeable citizens of the world, with each quest This multidisciplinary content focus of the proj-
targeting at least one of the dimensions of devel- ect allows for the broad-scale integration of QA
opment that we hope to foster. Second is its con- in elementary schools. Lastly, QA does not sim-
nections to standards. From its inception, and ply involve working on the computer; instead it
through the support and participation of teach- targets building connections, with most quests
ers and administrators, QA activities have been requiring that participants leave the computer
academically grounded, including connecting and gather real-world evidence, thus helping to
each of the more than 400 quests in the system to establish connections among children, parents,
academic standards. Third, QA uses an online, schools, after-school centers, families, and com-
metagame strategy to establish a rich environment munities.
that sets up a meaningful context of participa- QA continues to change in terms of its techni-
tion. This strategy makes use of design features
cal structures and is continually retranslated in
and strategies similar to those found in the more
terms of its local contextualization by individual
popular computer-based gaming environments
teachers. In this way, implementation is not a
to capture the interest of children. However, QA
one-to-one mapping or rubber stamping of the
goes beyond the computer domain to engage
children in their surrounding real community. designed environment to the new context.
Fourth, QA employs 3-D technologies to create an Instead, future users must always adapt the
immersive experience and to support real-time design for their local use, and this adaptation
collaborations, thereby engaging children occurs as part of a larger institutional context.
(including girls and underrepresented groups) Successful designs are never placed in a black
and teachers in the use of advanced technologies box, but instead are continually reinterpreted as
in a manner that organizes educational content, part of the cultural systems in which they are
and does so in a context that may further engage being realized (Barab & Luehmann, 2003). Scal-
children in undertaking intrinsically motivating ing up educational initiatives involves careful
challenges. attention to the cultural and social process in a
Fifth, the QA project has an explicit focus on given context while being based on an effec-
engaging girls, a population that too often has tive program. It involves listening, respecting,
been ignored or overlooked in the design of and adapting to local concerns. QA has been
computer-based environments. QA has many successfully implemented in multiple contexts,
features that focus on girls, including the incor- including elementary schools and after-school
poration of narrative and characters, multiple centers, suggesting we have taken steps in the
female role models, the use of guilds to support right direction.
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104 ETR&D, Vol. 53, No. 1

IMPLICATIONS tional value of games, offering children a safe


and meaningful space for play while at the same
time supporting autonomy, agency, collabora-
New technologies, especially the Internet, offer
tion, a sense of purpose and consequentiality,
much potential as vehicles for intercultural col-
and even academic learning. Given that
laborative inquiry, allowing us to develop global
childrens play spaces have been constrained
perspectives on local issues and to find complex
from several square miles to, in some cases, a
approaches to complex problems. However,
mere electronic screen and moreover, given
technology is only a tool and one that is only as
the potential consequences of this shift in
powerful as we choose to make it. Better under-
childrens activities it is imperative that they
standing the value of this tool to support learn-
be provided with the means for safe and produc-
ing is a central concern and priority in our work.
tive play. We present this instance of socially
Further regarding the technology or, in this case,
responsive design work as one example of tak-
set of technologies as only one part of the overall
ing up this challenge. We look forward to read-
activity structure has been a core evolution in
ing more from our colleagues on the impact of
our thinking throughout this project. We now
this work on their thinking, on related work that
see ourselves in the business of supporting the
they are carrying out, and on how we in the field
emergence of sociotechnical structures so as to
of instructional design can best be of service to
support a common intersubjective experience,
those for (and with) whom we design.
not simply designing technical artifacts. We
have had to identify the core aspects of our
vision and then determine what types of Sasha Barab [sbarab@indiana.edu] is at the School of
resources (situated potentials) would best Education, Indiana University, Bloomington. Tyler
engender the local productions of the pedagogi- Dodge, Robert Carteaux, and Hakan Tuzun are with
cal and social commitments that underlie our Instructional Systems Technology, at Indiana
University. Michael Thomas is with the Department
work.
of Educational Psychology at Oklahoma University.
It is our hope that through this project, chil- Correspondence about the article should be
dren can learn from other cultures in a manner addressed to Sasha A. Barab, School of Education,
Room 2232, 201 N. Rose Ave, Bloomington, IN, 47405.
that will allow each one of us to grow as individ-
This research was supported in part by a CAREER
uals, as responsible citizens, as loving members Grant from the National Science Foundation,
of the human family, and as considerate stew- REC-9980081 and by the National Science
ards of the earth. It is also our hope that through Foundation Grant #0092831.
participation in QA, members will come to value
their own communities and recognize not only
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