This learning and teaching project aimed at children 9 to 12 years old uses an online role-playing game to teach younger children about learning and motivation. Users travel through virtual villages and locate and complete quests.
[Quest Atlantis] is a good example of an immersive environment. Immersion into the environment and the problems within the environment result in an incredibly high level of engagement. I would say there are two criteria for motivation: Does it engage the learner, and does the learner persist in engagement because of the technology? Gaming elements can be embedded in the tasks, and this makes it very effective.


