Cultural Studies of Science Education
December 2012 Volume 7, Number 4
Table of Contents
Number of articles: 20
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Deconstructing Games as Play: Progress, Power, Fantasy, and Self
Catherine Milne
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore ... More
pp. 761-765
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Passion Play: Will Wright and Games for Science Learning
Dixie Ching
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but... More
pp. 767-782
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Challenges and Opportunities: Using a Science-Based Video Game in Secondary School Settings
Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg & Nicole Husain
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and... More
pp. 783-805
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Learning about the Game: Designing Science Games for a Generation of Gamers
Marjee Chmiel
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain.... More
pp. 807-812
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The Rules of the Game
Lee Yong Tay & Cher Ping Lim
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores... More
pp. 813-819
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Role Playing Games for Scientific Citizenship
Matthew J. Gaydos & Kurt D. Squire
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond... More
pp. 821-844
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It's Not Whether You Win or Lose: Integrating Games into the Classroom for Science Learning
Ruth N. Schwartz
This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science... More
pp. 845-850
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Citizen Science in Digital Worlds: The Seduction of a Temporary Escape or a Lifelong Pursuit?
Deborah J. Tippins & Lucas John Jensen
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, "Citizen... More
pp. 851-856
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Teaching Intelligent Design or Sparking Interest in Science? What Players Do with Will Wright's Spore
Trevor Owens
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural... More
pp. 857-868
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Players and Thinkers and Learners
Jonathan Frye
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed... More
pp. 869-872
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"Spore" and the Sociocultural Moment
W Max Meyer
Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of... More
pp. 873-881
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"GodMode Is His Video Game Name": Situating Learning and Identity in Structures of Social Practice
Leah A. Bricker & Philip Bell
In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well... More
pp. 883-902
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Leveraging Insights from Mainstream Gameplay to Inform STEM Game Design: Great Idea, but What Comes Next?
Melissa Biles
This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider... More
pp. 903-908
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The Student with a Thousand Faces: From the Ethics in Video Games to Becoming a Citizen
Yupanqui J. Munoz & Charbel N. El-Hani
Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., ... More
pp. 909-943
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Promoting Inclusive Education, Civic Scientific Literacy, and Global Citizenship with Videogames
Matthew T. Marino & Michael T. Hayes
In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in ... More
pp. 945-954
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How Commercial and "Violent" Video Games Can Promote Culturally Sensitive Science Learning: Some Questions and Challenges
Helen Kwah
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games,... More
pp. 955-961
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Science Games and the Development of Scientific Possible Selves
Margaret E. Beier, Leslie M. Miller & Shu Wang
Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can... More
pp. 963-978
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Evaluating Measurement Tools in Science Education Research
Elizabeth O. Hayward
In this paper I explore how Margaret Beier, Lesley Miller, and Shu Wang make claims for the validity and reliability of the instrument they developed to explore the construct of "possible selves"... More
pp. 979-983
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The Role of Cognitive Apprenticeship in Learning Science in a Virtual World
Darshanand Ramdass
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a... More
pp. 985-992
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Reality Is Broken to Be Rebuilt: How a Gamer's Mindset Can Show Science Educators New Ways of Contribution to Science and World?
Sanaz Farhangi
This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the... More
pp. 1037-1044