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Games and Immersive Participatory Simulations For Science Education: An Emerging Type of Curricula
Games and Immersive Participatory Simulations For Science Education: An Emerging Type of Curricula
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1059-0145/07/0002-0001/0 2007 Springer ScienceBusiness Media, LLC
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learning in science. As such, and consistent with design-based methodologies (Barab and Squire, 2004),
these researchers are not simply examining existing
games or simply proving that the curricular designs
they are developing work.
Rather, their research (1) elucidates the impact
of these learning experiences on various types of
learners, (2) advances underlying theory about using
game-contexts for supporting science learning, and
(3) develops design, implementation, and methodological heuristics to help the eld scale up this powerful type of curriculum. Thus, these peer-reviewed
articles are both theoretical and empirical, providing
illuminative cases for readers to see the potential of
game-based technologies and methodologies at the
same time the authors articulate theoretical frameworks and design/research heuristics. Also of significance is that all these researchers have designed and
studied game-like learning contexts that support
interacting socially (not just individualized learning)
and doing science (not simply memorizing information), as well as involving socio-scientic inquiry (not
just learning science facts and recipe-like processes).
Given that each research group is drawing upon
a medium initially designed for entertainment purposes, a key goal for each article is to illuminate the
tensions among repurposing the medium towards
academic ends. Many researchers have argued that,
even as an entertainment medium, videogames support rich discursive and inquiry-based practices (for
example, Gee, 2004, Steinkuehler, 2006; or Squire,
2006). The linguist James Gee (2003), in particular,
has described the discursive richness, complexity of
game play, depth of collaborative inquiry, opportunities for consequentiality, rich perception-action
cycles, exploration of situated identities, and complex
forms of learning and participation that can occur
during game play. However, enlisting this same
medium and repurposing it as a curricular context to
support academic science learning is a new opportunity with a host of challenges. At the core of each of
the articles in this special issue is the belief that
leveraging the aordances of game-based technologies and methodologies provides a powerful potential
for supporting deep and engaging science learning.
The rst two articles research the use of placebased augmented realities in which participants use
palm-based devices to explore either environmental
or health problems. The perceptual blending of the
real and the virtual world with its place-based
authenticity make these two studies a unique contribution to understanding the value of game spaces for
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as other relevant studies are available, and we hope
through this to foster dialogue among research
groups and with the JSET readership. We look forward to the future, at times with guarded anticipation
and at others with tenacious curiosity and optimism,
as we experiment with using games and immersive
participatory simulations for science education.
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