Games and Immersive Participatory Simulations for Science Education: An Emerging Type of Curricula

January 1st, 2007 | RESEARCH

This article focuses on understanding how games and immersive participatory simulations, with their focus on doing science, are becoming an emerging type of curricula for supporting science education. It discusses the theoretical frameworks positing that knowing is a contextual and participatory act. The context in which one learns any particular content shapes resultant understandings of that content. Moreover, knowledge and skills in science should be established as an inquiry process and that new technologies and design methodologies can facilitate this process.

Document

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Team Members

Sasha Barab, Author, Indiana University
Chris Dede, Author, Harvard University

Citation

Identifier Type: doi
Identifier: 10.1007/s10956-007-9043-9
Identifier Type: issn
Identifier: 1059-0145

Publication: Journal of Research in Science Teaching
Volume: 16
Number: 1

Related URLs

EBSCO Full Text

Tags

Audience: Educators | Teachers | Elementary School Children (6-10) | General Public | Middle School Children (11-13) | Museum | ISE Professionals | Youth | Teen (up to 17)
Discipline: Education and learning science | General STEM
Resource Type: Peer-reviewed article | Research Products
Environment Type: Games | Simulations | Interactives | Media and Technology

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This material is supported by National Science Foundation award DRL-2229061, with previous support under DRL-1612739, DRL-1842633, DRL-1212803, and DRL-0638981. Any opinions, findings, conclusions, or recommendations contained within InformalScience.org are those of the authors and do not necessarily reflect the views of NSF.

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