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Passion Play: Will Wright and Games for Science Learning
ARTICLE

Cultural Studies of Science Education Volume 7, Number 4, ISSN 1871-1502

Abstract

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 also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games ("SimCity," "The Sims," "Spore") present wide "possibility spaces" that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.

Citation

Ching, D. (2012). Passion Play: Will Wright and Games for Science Learning. Cultural Studies of Science Education, 7(4), 767-782. Retrieved October 23, 2019 from .

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