Flipchart Number 1 Feb 2016 | Page 12

On a recent fall morning, students in an eighth-grade English class -- known as “POV” in Quest lingo -- quizzed groups of their peers about the motivation of characters in Sherman Alexie’s Absolutely True Diary of a Part-Time Indian, in a game called Socratic Smack-down. One round ignited a poignant discussion about the unreliable behaviour of the alcoholic father in the story, and whether all alcoholics ultimately sell out family relationships. At the end of each round, questioners filled out scorecards and declared a winner, based on the clarity and persuasiveness of the arguments, use of textual citations and whether they thought the presentations were interesting. 12 Down the hall, sixth-graders in “The Way Things Work” (or science) embarked on a “quest” (or unit) called “Journey to the Center of the Earth.” They were challenged to invent a transport that would penetrate the earth down to its core and encounter all the geologic layers of the planet in the process — an example of how a game-like narrative, with obstacles and levels, can be built around the content of what’s being taught. By many measures, Quest is on track to fulfil its mission of captivating students and imparting essential skills at the same time. Since its opening, the school in Manhattan’s Chelsea neighbourhood has dr ]ۈ