Quest Atlantis

Quest Atlantis

Quest Atlantis (QA) is a 3D multi-user learning environment (that utilizes Active Worlds) designed to immerse children, ages 9-12, in meaningful inquiry tasks. Quest Atlantis combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project is unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students.

Quest Atlantis received its initial funding from the National Science Foundation. The research and support for the project comes from Indiana University's [ Center for Research on Learning and Technology] . Started in 2001, the project has grown to over 4500 users in various locations around the globe. The principal investigator is [ Sasha Barab] , Associate Professor in Learning Sciences at Indiana University, and is the Barbara Jacobs Chair of Education and Technology. Other IU faculty members that play prominent roles on the project include Dan Hickey and Melissa Gresalfi.


* Academic Edge, Inc.
* Activeworlds Inc.
* Center for Research on Learning and Technology
* Centre for Instructional Design and Technology
* Edith Cowan University
* Indiana University
* Hacettepe University
* National Institute of Education
* Macquarie University
* One Planet Education Network
* University of Miami

ee also

*Active Worlds
*Simulated reality


* Barab, S. A., Dodge, T., Thomas, M, Jackson, C., & Tuzun, H. (in press). [ Our designs and the social agendas they carry] . [ Journal of the Learning Sciences] .
* Barab, S. A., Sadler, T., Heiselt, C., Hickey, D., & Zuiker, S. (in press). [ Relating narrative, inquiry, and inscriptions: A framework for socio-scientific inquiry] . [ of Science Education and Technology] .
* Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C., & Stein, R. (in press). Children’s sense of self: Learning and meaning in the digital age. [ Journal of Interactive Learning Research] .
* Barab, S. A., Jackson, C., & Piekarsky, E. (2006). Embedded professional development: Learning through enacting innovation. In C. Dede (Ed.), [ Online professional development for teachers: Emerging models & methods] (pp.155-174). Cambridge, MA: Harvard Educational Press.
* Barab, S. & Jackson, C. (2006, January 20). From Plato’s Republic to Quest Atlantis: The role of the philosopher-king. THEN: Journal (Technology, Humanities, Education, Narrative), 2 Article 2. Retrieve from
* Lim, C., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. [ British Journal of Educational Technology] , 37(2), 211-231.
* Tuzun, H. (2006). Egitsel bilgisayar oyunlari ve bir örnek: Quest Atlantis (Educational computer games and a case: Quest Atlantis). [ Hacettepe Universitesi Egitim Fakültesi Dergisi] , 30, 220-229.
* Barab, S. A., Arici, A., & Jackson, C. (2005). Eat your vegetables and do your homework: A design-based investigation of enjoyment and meaning in learning. Educational Technology 45(1), 15-21.
* Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. [ Educational Technology Research and Development] , 53(1), 86-107.
* Barab, S. A., Thomas, M., Dodge, T., Squire, K., & Newell, M. (2004). Critical design ethnography: Designing for change. [ Anthropology & Education Quarterly] , 35(2), 254-268.
* Borner, K., & Penumarthy, S. (2003). Social diffusion patterns in three-dimensional virtual worlds. Information Visualization, 2003(2), 182-198.

Press & Popular Publications

* Lau Whelan, D. (2005). [ Let the games begin] . School Library Journal, 51(4), 40-43. Retrieved November 7, 2006, from


* [ Quest Atlantis]

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