Jacobsen, MicheleLouis, Robert2013-10-022013-11-122013-10-022013http://hdl.handle.net/11023/1078In this case study, the relationship between middle school student engagement, motivation and development of 21st century competencies through a 3D virtual online digital game “Quest Atlantis” was examined. Data collection included surveys, focus groups interviews, and classroom observations. Participants were 12 to 13 years old grade 7 students and their classroom teacher. This research found that seventh grade students were motivated, were engaged and displayed 21st century competencies during game play in the Quest Atlantis environment. Quest Atlantis provided students with an interactive, technology enabled learning environment in which to engage with Mathematics concepts of statistics that was facilitated by the teacher who provided support and guidance. No significant gender differences in terms of performance in statistics were found. Findings from this study can enrich our understanding about the use of digital game based learning for learning Mathematics in schools.engUniversity of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission.TechnologyEducational TechnologyA Descriptive Case Study of Meaningful Online Learning Experiences in the 3D Virtual Game “Quest Atlantis”master thesis10.11575/PRISM/24708