Search results for author:"Kurt Squire"
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Educational Researcher Vol. 35, No. 8 (November 2006) pp. 19–29
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories...
Journal of the Learning Sciences Vol. 16, No. 3 (2007) pp. 371–413
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical...
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...
Environmental Detectives--The Development of an Augmented Reality Platform for Environmental Simulations
Educational Technology Research and Development Vol. 56, No. 2 (April 2008) pp. 203–228
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This ...
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 Vol. 56, No. 3 (2016) pp. 3–5
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better...
Journal of the Learning Sciences Vol. 11, No. 4 (2002) pp. 489–542
This article examines the potential of a learning-as-a-part-of-a-community approach, focusing on the participatory process of learning in a community-based, teacher education program; a Community of Teachers (CoT). CoT is a preparation program for...
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...
Journal of Science Education and Technology Vol. 23, No. 3 (June 2014) pp. 324–343
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that...
Educational Technology Vol. 56, No. 3 (2016) pp. 54–57
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the...
Selected Research and Development Presentations at the National Convention of the Association for Educational Communications and Technology (AECT) Sponsored by the Research and Theory Division 1998 (February 1998)
In order to be effective, instruction must be more than tailored to the individual: it must be a part of a larger system designed to support individualized learning. An effective individualized instructional environment is a dynamic system; it...
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 ...
E-Learning Vol. 6, No. 1 (2009) pp. 119–140
This article reports on an unconventional collaborative event called Real-Time Research, a project that brought 25 participants together from radically divergent fields for a playful and somewhat improvisational investigation of what it means to do...
TechTrends: Linking Research and Practice to Improve Learning Vol. 58, No. 1 (January 2014) pp. 35–41
The proliferation of broadband mobile devices, which many students bring to school with them as mobile phones, makes the widespread adoption of AR pedagogies a possibility, but pedagogical, distribution, and training models are needed to make this...
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;...
Cognition and Instruction Vol. 19, No. 1 (2001) pp. 47–94
Explored learning and instruction within a technology-rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through student and teacher practices. Found that becoming knowledgeably...
The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning
International Journal of Web-Based Learning and Teaching Technologies Vol. 8, No. 4 (October 2013) pp. 50–71
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some...
TechTrends: Linking Research and Practice to Improve Learning Vol. 49, No. 5 (2005) pp. 34–43
The simultaneous publication of Steven Johnson's Everything Bad is Good for You and appearance of media reports of X-rated content in the popular game Grand Theft Auto has renewed controversies surrounding the social effects of computer and video...
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...
Virtual Solar System Project: Learning through a Technology-Rich, Inquiry-Based, Participatory Learning Environment
Sasha A. Barab; Kenneth E. Hay; Kurt Squire; Michael Barnett; Rae Schmidt; Kristen Karrigan; Lisa Yamagata-Lynch; Christine Johnson
Journal of Science Education and Technology Vol. 9, No. 1 (2000) pp. 7–25
Describes an introductory undergraduate astronomy course in which the large-lecture format was moved to one in which students were immersed in a technologically-rich, inquiry-based, participatory learning environment. Finds that virtual reality can...
Norah Dunbar; Scott Wilson; Bradley Adame; Javier Elizondo; Matthew Jensen; Claude Miller; Abigail Kauffman; Toby Seltsam; Elena Bessarabova; Cindy Vincent; Sara Straub; Ryan Ralston; Christopher Dulawan; Dennis Ramirez; Kurt Squire; Joseph Valacich; Judee Burgoon
International Journal of Game-Based Learning Vol. 3, No. 4 (October 2013) pp. 7–26
This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of...