Search results for author:"Kurt D. Squire"
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Replaying history: Learning world history through playing “Civilization<p> III” (2004) pp. 1–503
Digital games is an emerging entertainment medium that an increasing number of educators are examining as tools for engaging learners. Yet, few models exist for how to use contemporary gaming media in formal learning environments. A commercial...
Performance Improvement Quarterly Vol. 26, No. 1 (2013) pp. 101–130
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different...
Mad City Mystery: Developing Scientific Argumentation Skills with a Place-Based Augmented Reality Game on Handheld Computers
Journal of Science Education and Technology Vol. 16, No. 1 (February 2007) pp. 5–29
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults ...
E-Learning Vol. 5, No. 1 (2008) pp. 2–28
New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game...
Educational Technology Research and Development Vol. 48, No. 1 (2000) pp. 23–43
Examines three distance learning programs conducted over Vision Athena, an interactive television distance learning system. Emphasis in each project was on using interactive television to engage secondary school students in communities of practice...
Cultural Studies of Science Education Vol. 7, No. 4 (December 2012) pp. 821–844
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 considerations of efficacy towards theories that account for ...
Educational Technology Research and Development Vol. 48, No. 2 (2000) pp. 37–62
Describes a co-evolutionary model for supporting the emergence of authenticity through a partnership between preservice teachers and practicing teachers who collaborated in real-world tasks. Discusses authenticity and participatory learning;...
Science Education Vol. 87, No. 4 (2003) pp. 468–89
Examines four teachers implementing a project-based curriculum (Air Quality module) on a web-based platform (ActiveInk Network) in four very different settings. Discusses each case across two themes by examining how the project-level question was...