| This appendix is an abridged version of
information found on The
WebQuest Page. There are many examples of ready-made
WebQuests on this site. |
Definitions
A WebQuest is an inquiry-oriented
activity in which some or all of the information that learners interact
with comes from resources on the internet, optionally supplemented
with videoconferencing. There are at least two levels of WebQuests
that should be distinguished from one another.
Short Term WebQuests
The instructional goal of a short
term WebQuest is knowledge acquisition and integration. At the end
of a short term WebQuest, a learner will have grappled with a significant
amount of new information and made sense of it. A short-term WebQuest
is designed to be completed in one to three class periods.
Longer Term WebQuest
The instructional goal of a longer
term WebQuest is extending and refining knowledge. After completing
a longer term WebQuest, a learner would have analysed a body of knowledge
deeply, transformed it in some way, and demonstrated an understanding
of the material by creating something that others can respond to,
on-line or off. A longer term WebQuest will typically take between
one week and a month in a classroom setting.
Critical Attributes
WebQuests of either short or long
duration are deliberately designed to make the best use of a learner's
time. There is questionable educational benefit in having learners
surfing the net without a clear task in mind, and most schools
must ration student connect time severely. To achieve that efficiency
and clarity of purpose, WebQuests should contain at least the following
parts:
-
An
introduction that sets the stage and provides some background
information.
-
A
task that is doable and interesting.
-
A
set of information sources needed to complete the task.
Many (though not necessarily all) of the resources are embedded
in the WebQuest document itself as anchors pointing to information
on the World Wide Web. Information sources might include web documents,
experts available via e-mail or real-time conferencing, searchable
databases on the net, and books and other documents physically
available in the learner's setting. Because pointers to resources
are included, the learner is not left to wander through webspace
completely adrift.
-
A
description of the process the learners should go through
in accomplishing the task. The process should be broken out into
clearly described steps.
-
Some
guidance on how to organize the information acquired. This
can take the form of guiding questions, or directions to complete
organizational frameworks such as timelines, concept maps, or
cause-and-effect diagrams.
-
A
conclusion that brings closure to the quest, reminds the learners
about what they've learned, and perhaps encourages them to extend
the experience into other domains.
Some other non-critical attributes
of a WebQuest include these:
-
WebQuests
are most likely to be group activities, although one could imagine
solo quests that might be applicable in distance education or
library settings.
-
WebQuests
might be enhanced by wrapping motivational elements around the
basic structure by giving the learners a role to play (e.g., scientist,
detective, reporter), simulated personae to interact with via
e-mail, and a scenario to work within (e.g., you've been asked
by the President of the USA to brief him on what's happening in
sub-Saharan Africa this week.)
-
WebQuests
can be designed within a single discipline or they can be interdisciplinary.
The
forms that a longer term WebQuest might take are open to the imagination.
Some ideas:
-
A
searchable database in which the categories in each field were
created by the learners.
-
A
microworld that users can navigate through that represents a physical
space.
-
An
interactive story or case study created by learners.
-
A
simulated person who can be interviewed on-line. The questions
and answers would be generated by learners who have deeply studied
the person being simulated.
Putting the results of their thinking
process back out onto the internet serves three purposes:
-
It
focuses the learners on a tangible and hi-tech task.
-
It
gives them an audience to create for.
-
It
opens up the possibility of getting feedback from that distant
audience via an embedded e-mail form.