Quest-based learning

Quests are a gamification component that have potential to support language learning in various way (Kapp, 2012). On the surface, quests are thematically packaged challenges that include an objective, instructions, and a corresponding reward that is given to the student if they can complete the quest successfully (Ashmore & Nitsche, 2007). Below the surface, the purpose of the quest could be to encourage the student to learn or practice a new skill or have some type of meaningful experience. When utilised in an English as a foreign language (EFL) context, on the surface, quests appear as gamified language learning activities; below the surface, quests have the potential to foster intrinsic foreign language (FL) motivation while supporting second language (L2) acquisition (Sheldon, 2011). A quest shares a number of traits with traditional language learning tasks and webquests but differs due to the elements of gamification applied to them.


The use of quests in an educational setting is referred to as quest-based learning (QBL) (Haskell, 2012). QBL can be a stand-alone pedagogical approach, or it can be part of a gamified class, interconnected with other gamification components such as leaderboards, points, levels, badges, and a narrative (Sheldon, 2011). Teachers generally prepare a number of quests that strive to provide relevant learning experiences for their students who complete them over a semester or an academic year (e.g., Skrabut, 2021).

Philpott, A., & Son, J.-B. (2022). Quest-based learning and motivation in an EFL context. Computer Assisted Language Learning. Advance online publication. https://doi.org/10.1080/09588221.2022.2033790


Follow the links below


Ashmore, C., & Nitsche, M. (2007). The quest in a generated world. Proceedings of the 2007 Digital Games Research Association. (DiGRA) Conference: Situated Play, (pp. 503-509). Tokyo, Japan.

Haskell, C. C. (2012). Design variables of attraction in quest-based learning (Doctoral dissertation). https://scholarworks.boisestate.edu/td/285/

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Cengage Learning.