Learning can be an adventure game!
Players learn to navigate misleading media and construct their own reality games!
Professor Independence and the Quest for Truth is an immersive, 3D puzzle room game that pits players against the nefarious S-Quad as they search for the last keeper to the lost secrets of Truth Sleuthing.
A 'Grit' Economy encourages resilience with support as students persist through challenges and overcome obstacles in each game room.
Players correct “FAKE FACTS” and synthesize information from a variety of sources to unlock the escape code for each room.
Players think and achieve in new ways, unraveling unhealthy stereotypes about themselves as learners.
In the Fearless Adventures Quest Lab, makers take charge of their learning by creating educational games to share with friends. An AI Game Master walks them through the game design steps as they explore inquiry-driven topics of interest. Makers will develop:
The iterative design process of game building mimics industrial and market systems that shape the world economy.
Players flex their creativity muscles as they imagine new ways to share their points of view as interactive choice adventures.
Designing a game sharpens perspective-taking skills, while refining it through peer feedback fosters resilience.
Makers will choose from three AI-collaborative Google Slides game-building systems:
A choice-driven adventure where players walk in someone else’s shoes. One path reflects the eye-witness story of the game’s creator—others are fictional. Can players tell which path is real?
A fantasy adventure where players make bold choices and test what’s true—separating fact from fiction by checking trustworthy sources along the way.
A twist on the escape game where players examine Arti-FACTS supported by reliable sources, uncovering clues to coded passwords that unlock a secret path forward.
Gaming can have a significant impact on student learning and many studies have shown it to be very effective as students are more engaged and motivated to learn while they are having fun. But don’t take our word for it, see what our gamers are saying.
“I think this . . . is extremely relevant to the current student reality. Students are distracted by many things but often find solace in the cooperative, social experience of games. Adults do it all the time!”
“Something that I accomplished that I am most proud of this year was making a game…it was something that you don't normally get to do and that was very fun to do in class… I got to show my parents and the game was really fun to make.”
“Engaging in a game can help students confirm understanding . . . in a way that is deeper than passive reception of a lecture. In constructing a game, however, the necessary step of creating structure out of the information and organizing it helps the creator think more deeply about the material and transfer the knowledge into a new context.”
“I believe students learn more through the production of content and by having agency over the outcome. . .students can create more personally meaningful realities when they create the game themselves.”
“I loved the search for Professor Independence … I absolutely LOVED building inquiry games with my friends.”
“What an incredible gamification journey! I have enjoyed every quest and developed new skills that will help me in the future. It is a fantastic way to engage and motivate my students.”
“If you can, make sure other students get to make [games]. They are so entertaining, fun, they helped me learn a ton about my topic, I got to bond with the people I worked with, and it was overall such a great experience. Making the games is probably one of my favorite memories from sixth grade!"
"I am a teacher. My son has ADHD. This is the most engaged I’ve seen him with ‘school work’. Ever."
“You taught me how not to fall for fake news which became really helpful this year in 8th grade when we started studying our own independent subjects and I saw my peers . . . getting the wrong information because they weren’t taught truth sleuthing.”