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Cultural Studies of Science Education

December 2012 Volume 7, Number 4

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Table of Contents

Number of articles: 20

  1. Deconstructing Games as Play: Progress, Power, Fantasy, and Self

    Catherine Milne

    In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore ... More

    pp. 761-765

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  2. Passion Play: Will Wright and Games for Science Learning

    Dixie Ching

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but... More

    pp. 767-782

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  3. Challenges and Opportunities: Using a Science-Based Video Game in Secondary School Settings

    Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg & Nicole Husain

    Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and... More

    pp. 783-805

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  4. Learning about the Game: Designing Science Games for a Generation of Gamers

    Marjee Chmiel

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain.... More

    pp. 807-812

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  5. The Rules of the Game

    Lee Yong Tay & Cher Ping Lim

    This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores... More

    pp. 813-819

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  6. Role Playing Games for Scientific Citizenship

    Matthew J. Gaydos & Kurt D. Squire

    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... More

    pp. 821-844

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  7. It's Not Whether You Win or Lose: Integrating Games into the Classroom for Science Learning

    Ruth N. Schwartz

    This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science... More

    pp. 845-850

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  8. Citizen Science in Digital Worlds: The Seduction of a Temporary Escape or a Lifelong Pursuit?

    Deborah J. Tippins & Lucas John Jensen

    There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, "Citizen... More

    pp. 851-856

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  9. Teaching Intelligent Design or Sparking Interest in Science? What Players Do with Will Wright's Spore

    Trevor Owens

    The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural... More

    pp. 857-868

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  10. Players and Thinkers and Learners

    Jonathan Frye

    The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed... More

    pp. 869-872

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  11. "Spore" and the Sociocultural Moment

    W Max Meyer

    Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of... More

    pp. 873-881

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  12. "GodMode Is His Video Game Name": Situating Learning and Identity in Structures of Social Practice

    Leah A. Bricker & Philip Bell

    In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well... More

    pp. 883-902

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  13. Leveraging Insights from Mainstream Gameplay to Inform STEM Game Design: Great Idea, but What Comes Next?

    Melissa Biles

    This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider... More

    pp. 903-908

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  14. The Student with a Thousand Faces: From the Ethics in Video Games to Becoming a Citizen

    Yupanqui J. Munoz & Charbel N. El-Hani

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., ... More

    pp. 909-943

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  15. Promoting Inclusive Education, Civic Scientific Literacy, and Global Citizenship with Videogames

    Matthew T. Marino & Michael T. Hayes

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in ... More

    pp. 945-954

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  16. How Commercial and "Violent" Video Games Can Promote Culturally Sensitive Science Learning: Some Questions and Challenges

    Helen Kwah

    In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games,... More

    pp. 955-961

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  17. Science Games and the Development of Scientific Possible Selves

    Margaret E. Beier, Leslie M. Miller & Shu Wang

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can... More

    pp. 963-978

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  18. Evaluating Measurement Tools in Science Education Research

    Elizabeth O. Hayward

    In this paper I explore how Margaret Beier, Lesley Miller, and Shu Wang make claims for the validity and reliability of the instrument they developed to explore the construct of "possible selves"... More

    pp. 979-983

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  19. The Role of Cognitive Apprenticeship in Learning Science in a Virtual World

    Darshanand Ramdass

    This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a... More

    pp. 985-992

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  20. Reality Is Broken to Be Rebuilt: How a Gamer's Mindset Can Show Science Educators New Ways of Contribution to Science and World?

    Sanaz Farhangi

    This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the... More

    pp. 1037-1044

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