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In collaboration with university stakeholders and domain experts, we created Quest2Teach (Q2T), the first immersive game-based curricula and social-professional network designed specifically for teacher preparation programs. We designed Q2T with the premise that exposure to game-based learning would produce tech-savvy teachers, provide a needed arena for practice, and would appeal to our ‘digital generation’ students. While these suppositions were largely true and Q2T is thriving, there were notable exceptions uncovered through iterative Design Based Implementation Research (DBIR), which led to vast improvements in the game curricula, learning theory, and potential impact. Here we share our research findings and subsequent iteration process over 4 design research cycles, as we sought the best ecology of implementation for these innovations in teacher education.
Anna Arici, Arizona State University
Sasha A. Barab, Arizona State University
Lee McIlroy, Arizona State University
Adam Ingram-Goble, Arizona State University - Tempe