I’m thankful

Grabbing, Getting and Keeping their Attention

As we're working on creating the multiple quests were going to have for our math program, our first step was to talk about naming the quests. We decided on a title format which is efficient, but isn't attractive at all. We wanted this so when we needed to look up a quest, we wanted to not have to add one more thing to remember. It will be obvious as to what the content was.
Now, that the criteria for "Attractiveness" I think we've "missed the boat" on attractive titles, but I'm hoping with the videos,games, practice and projects we're planning the variety will help students to succeed. Each quest will also contain real-world problems for the students to work through and apply their understanding.
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    Great reflection on the "attractive" aspect related to quest choice. The good news is that it's easy to modify quest titles if you ever want to do so in the future. Once your pool of quests starts to grow, and students don't need to complete everything in order to finish a class, the quest attractiveness becomes more important...why do they choose a particular quest in the first place? The more choice they feel they have, the more potential for long-term engagement with the material. VOLUNTARY is one of four key attributes of making something feel like a game vs. "have to do it" traditional school.

    When designing, I always put myself in the player/student mode. Would I feel more engaged to play a quest called "Who's got my number?" or "Binomial variables." Maybe it depends on the person.
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    Thank you for the great reply. It makes me rethink what we're doing. Maybe we could have a catchy title with a tag at the end which helps my teaching partner and I know what the quest is.
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