Abstract
Responding to social, economic, and technological trends which make games the most powerful medium for reaching young learners, The Education Arcade project, based in the MIT Comparative Media Studies Program, seeks to prototype games that teach, develop curricular materials which support existing commercial titles, and help prepare teachers to use games in the classroom. This article reports on the first three prototypes that are producing -- Supercharged! (electromagnetism), Environmental Detectives (environmental science) and Revolution (American History).
Supplemental Material
- GEE J. 2003. What Video Games Have to Teach Us About Learning and Literacy. Palgrave Mcmillan, New York. Google ScholarDigital Library
- HOLLAND, W., JENKINS, H., SQUIRE, K. 2003: Theory by design. In Video Game Theory. B. Perron and M. Wolf (eds). Routledge, New York, 25-46.Google Scholar
- JENKINS, H. 2002. Digital renaissance: game theory. Technol. Rev. (March 29 2002). Available at http://www.technologyreview.com/articles/wo_jenkins032902.aspGoogle Scholar
- JENKINS, H., SQUIRE, K., TAN, P. You can't bring that game to school: Designing games to teach. In Design Research: Methods and Perspectives. B. Laurel (ed.). MIT Press, Cambridge, MA. (Forthcoming).Google Scholar
- JENKINS, H. AND SQUIRE, K. 2003. Applied game theory: Democratizing games. Comput. Games Mag. (Aug. 2003), 100.Google Scholar
- JENKINS, H. AND SQUIRE, K. 2003: Applied game theory: Understanding civilization (III). Comput. Games Mag. (Sept. 2003), 100.Google Scholar
- JONES, S. 2003: Let the games begin: Gaming technology and entertainment among college students. Pew Center for Internet and American Life. At http://www.pewinternet.org/reports/toc.asp?Report=93Google Scholar
- KLOPFER, E., SQUIRE, K., AND JENKINS, H. 2002. Environmental detectives: PDAs as a window into a virtual simulated world. In Proceedings of the International Workshop on Wireless and Mobile Technologies in Education. Google ScholarDigital Library
- KLOPFER, E., SQUIRE, K., AND JENKINS, H. 2003. Augmented Reality Simulations on PDAs. AERA, Chicago, IL.Google Scholar
- KLOPFER, E. AND WOODRUFF, E. 2003. Platforms for participatory simulations - Exploring systems and generating discourse with wearable and handheld computers. In Proceedings of the Conference on Computer Supported Collaborative Learning (Oslo, 2003).Google Scholar
- REJESKI, D. 2002. Gaming our way to a better future. Avault.com. Sept. 23, 2002. Available at http://www.avault.com/developer/getarticle.asp?name=drejeski1Google Scholar
- SAWYER, B. 2002. The next ages of game development. Avault.com. Sept. 30, 2002. Available at http://www.avault.com/developer/getarticle.asp?name=bsawyer1Google Scholar
- SOLOWAY, E., GRANT, W., TINKER, R., ROSCHELLE, J., MILLS, M., RESNICK, M., BERG, R. AND EISENBERG, M. 1999. Science in the palms of their hands. Commun. ACM 42, 8 (Aug. 1999), 21-27. Google ScholarDigital Library
- SQUIRE, K. 2002. Cultural framing of computer/video games. Int. J. Comput. Gaming Res. 2, 1. Available at http://gamestudies.org/0102/squire/Google Scholar
- SQUIRE, K. AND JENKINS, H. Six Scenarios for the Future of Games and Education. Insight. (Forthcoming).Google Scholar
Index Terms
- Entering the education arcade
Recommendations
Building a business simulation for kids: the making of Disney's hot shot business
Theoretical and Practical Computer Applications in EntertainmentThis paper presents an overview of Hot Shot Business, a simulation game designed to teach basic business concepts and encourage entrepreneurship. It begins with a high-level discussion of the experience, and goes on to describe how the educational ...
Weatherlings: a new approach to student learning using web-based mobile games
FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital GamesUbiquitous Games (UbiqGames) are browser-based multi-player games played primarily on mobile devices. UbiqGames are designed to be played outside of formal class time and over several days, alongside more traditional instruction in the topics covered in ...
Gaming for middle school students: building virtual worlds
GDCSE '08: Proceedings of the 3rd international conference on Game development in computer science educationWe can begin engaging new talented students Computer Science students with Gaming as the introduction. Students are already excited and curious about games. Research studies suggests students form opinions about whether they enjoy science or non-science ...
Comments