<s>
Quest	B-Application
Atlantis	I-Application
(	O
QA	O
)	O
was	O
a	O
3D	O
multiuser	O
,	O
computer	O
graphics	O
learning	O
environment	O
that	O
utilized	O
a	O
narrative	O
programming	O
toolkit	O
to	O
immerse	O
children	O
,	O
ages	O
9	O
–	O
16	O
,	O
in	O
meaningful	O
inquiry	O
tasks	O
.	O
</s>
<s>
Quest	B-Application
Atlantis	I-Application
combined	O
strategies	O
used	O
in	O
the	O
commercial	O
gaming	O
environment	O
with	O
lessons	O
from	O
educational	O
research	O
on	O
learning	O
and	O
motivation	O
.	O
</s>
<s>
More	O
than	O
sugar-coating	O
content	O
to	O
coerce	O
dis-empowered	O
students	O
into	O
caring	O
about	O
disciplinary	O
knowledge	O
,	O
the	O
goal	O
of	O
Quest	B-Application
Atlantis	I-Application
was	O
to	O
establish	O
educational	O
worlds	O
where	O
children	O
become	O
empowered	O
scientists	O
,	O
doctors	O
,	O
reporters	O
,	O
and	O
mathematicians	O
who	O
have	O
to	O
understand	O
disciplinary	O
content	O
to	O
accomplish	O
desired	O
ends	O
.	O
</s>
<s>
Quest	B-Application
Atlantis	I-Application
has	O
demonstrated	O
learning	O
gains	O
in	O
things	O
like	O
science	O
,	O
language	O
arts	O
,	O
and	O
social	O
studies	O
,	O
and	O
students	O
have	O
completed	O
thousands	O
of	O
Quests	O
,	O
some	O
of	O
which	O
were	O
assigned	O
by	O
teachers	O
and	O
many	O
of	O
which	O
were	O
chosen	O
by	O
students	O
to	O
complete	O
in	O
their	O
free	O
time	O
.	O
</s>
