6th grade quest summaries with ccss alignments · 6th grade quest summaries with ccss alignments....
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6th Grade Quest Summaries with CCSS Alignments
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Amplify ELA Quests, Grade 6
A Quest is a series of lessons that uses the language of games and adventure to motivate students to read a
text closely and to write about it more expressively. Each Quest is different, based on the individual core text
that students are reading, but each unfolds as an original long-form narrative that plunges students deeper
into the text and envelops them in its historical context.
In this immersive environment, Quests harness students’ curiosity and competitive drive and compel them
toward a specific goal. When students study the works of Edgar Allan Poe, for example, the Quest plays out
as a macabre murder mystery which teams of students must solve. During the Quest they read fascinating
primary source documents while a variety of other elements—such as music, cartoons, photographs, and
interactive tablet experiences—create a multimedia adventure that doesn’t feel like school.
In addition, the collaborative nature of Quests raises the stakes for individual students, who must rise to the
challenge of the material they’re studying to help their teams succeed. During a Quest, students may be
asked to inform the rest of the class of the contents of source documents. Students also learn the meanings
of vocabulary words from context and pass those meanings on to their peers. Discussing their thoughts and
impressions and sharing their insights with their classmates are fundamental components of these special
lessons. Quests are learning experiences, but at the same time they provide opportunities for students to
teach.
While exercising core skills, Quests provide an opportunity for students to master difficult texts in a way that
is dynamic, empowering, and fun!
Unit B: FictionTom Sawyer, Treasure Hunter
Tom Sawyer, Treasure Hunter is a “treasure quest” that emphasizes the youthful freedom and mischief in
Twain’s coming-of-age story, which can sometimes be obscured by the historical and dialectical particulars
of The Adventures of Tom Sawyer in the classroom. Students get to live out some Sawyer-esque hijinks
that lead them into unexplored spaces in the text and in their classrooms—or gymnasiums or auditoriums
(wherever teachers decide to stage the Quest).
When students open the Quest
app, they see an animated red
cloth bindle unfolding before
them. The bindle contains all
sorts of childish artifacts—from a
compass to a “live” tick—that Tom
might (and does) take with him on
his adventures. From this tablet
launch pad, students can also
access the text of The Adventures
of Tom Sawyer and a collection of
map pieces that track students’
progress through the Quest.
Groups complete challenges
to obtain clues that help them
advance. The clues lead to markers, such as greeting cards and inspirational posters (supplied by Amplify),
When students open their bindles, Tom Sawyer’s world comes vividly to life.
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placed around the classroom.
A virtual telescope in students’
bindles picks up these markers,
and when seen through students’
tablets, the markers appear as
windows that open out onto
Tom’s favorite haunts: islands,
graveyards, and cliffsides.
As the app registers these
markers, it also unlocks more
clues and challenges, leading
students on the virtual path
toward the treasure. Each
challenge requires students to
complete a one-page piece of
writing, for which they must return to the novel to read closely and find details. To move on in the Quest, a
student’s writing must be approved by his or her teacher. With the teacher acting as gatekeeper, the Quest
can map to the teacher’s specific
goals for each student while still
allowing students to drive their
own writing progress.
Students will come away
from the Quest with a deeper
understanding and appreciation
of certain elements in The
Adventures of Tom Sawyer,
such as Tom’s use of hyperbole,
storytelling, and deception. In
addition, they will have practiced a
number of writing skills that they
learned over the course of Unit
B, such as how to use evidence
and description to strengthen
an argument. They will also have produced six single-page pieces of writing, and will have discovered that
through imagination, their school environment can be transformed into a haven of whimsy and adventure.
Common Core (CCSS) Alignments: Literacy RL.6.1, RL.6.2, RL.6.3, RL.6.5, W.6.1, W.6.1.B, W.6.2, W.6.2.B,
W.6.4, SL.6.1, SL.6.4, SL.6.6, L.6.1
As students hunt down their prize, they are confronted with imaginative challenges that
send them scrambling back into their books.
The Quest turns the classroom into a world of adventure! Which team will be first to
master The Adventures of Tom Sawyer and discover the treasure?
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Unit C: SciencePerception Academy
The Perception Academy Quest is a series of linked activities that focuses on brain disorders and how they
affect what we perceive and how we respond to the world around us. Students move through the periods of
a school day as though they had one of the perception disorders described in Oliver Sacks’s book The Man
Who Mistook His Wife for a Hat. The Quest builds on the work students have been doing in Unit C and helps
them master the challenging
neurological concepts in Sacks’s
non-fiction text. Perception
Academy makes the study of
the brain so compelling and
accessible that it builds students’
confidence and helps them
approach difficult non-fiction
texts with less anxiety.
The Quest is structured like a
medical thriller: On an ordinary
morning, students are involved
in a minor school bus fender
bender on the way to school.
They experience the crash via
audio recording though their
headphones. While “walking”
the rest of the way to school,
they hear narration detailing the
eerie “symptoms” of altered perception—something is clearly amiss, but students don’t yet understand
what it is. At school, augmented
reality software distorts students’
tabletized school breakfast,
offering more evidence of the
mind-bending changes going on
inside them. Finally, in ELA, they
read case studies in Sacks’s book,
which detail the powerful forces
that have commandeered their
perception—they are suffering
from neurological disorders, the
result of brain trauma.
Soon, students are exploring
the implications of five distinct
maladies on all facets of their
daily life. They play a card game,
created for the Quest, that
helps them confront their new limitations, and then they practice cooperative problem-solving skills with
Using “Augmented Reality” software, students perceive the world as though they have
been diagnosed with a real-life perception disorder, in this case Hemi-spatial Neglect.
Students are given a task (in this case, putting a baby to bed) and are asked to use
textual evidence to imagine what obstacles people with a variety of perception disorders
(memory loss, face blindness, etc.) would encounter in trying to complete it.
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a partner to complete a challenging task. The Quest concludes with a collaborative writing assignment in
which students use the knowledge they’ve acquired of all five disorders and create a scenario that explains
the circumstances of that morning’s bus accident. For an entire afternoon, students feel the constraints of a
life in which the brain has failed to function reliably, thereby widening and deepening their understanding of
the brain, its functions, and its fundamental importance to the quality of life and, indeed, to the survival of all
living creatures.
Over the course of the Quest, students will also watch a series of videos, each presenting testimony from
a real person experiencing one of the disorders that students are studying. Dr. Sacks himself has “face
blindness,” the inability to recognize faces, even of loved ones. Like the simulated experiences students go
through, these videos serve to create awareness, empathy, and respect for the real people described in
Sacks’s work.
Common Core (CCSS) Alignments: Literacy.SL.6.1b, SL.6.1c, RI.6.1, RI.6.2, RI.6.3, RI.6.9
Unit D: Heroes, Gods, and MonstersGreek Myths
Greek mythology is filled with beautiful and fantastical fictions, from Apollo’s blazing chariot to the many
hissing, writhing heads of the Hydra. The Greek Myths Quest introduces students to a wide spectrum of
similar archetypes in these myths. Students will work from two texts, Greek Myths by Olivia Coolidge and
Heroes, Gods and Monsters of the Greek Myths by Bernard Evslin. By tackling small chunks of text in groups,
the class will be exposed to a sweeping survey of Greek mythology. Students will work in small groups and as
a class to find patterns of character and plot and, from there, analyze what these stories meant to the Greeks
who told them.
Students are aided in their journey by a miniature representation of Greece that lives on their tablets. As
students share these myths with one another, their vacant natural world is transformed into a world filled
with gods and monsters. The clouds transform into the snow-white cattle of the god of the sun, Apollo,
and the waves into the strong arms of the sea god, Poseidon. This world will help students understand
connections between myths and propel them to explore the text in order to uncover more surprises.
As students become familiar with the archetypes of these myths, they craft their own retellings, adding some
of their own imagination to ancient formulae. By the Quest’s end, students will have been exposed to dozens
of mythological characters and will understand how and why stories are told.
Common Core Alignments Pending