Kurt Squire

Kurt Squire
University of Wisconsin–Madison | UW · Department of Curriculum and Instruction

About

93
Publications
77,540
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11,752
Citations
Citations since 2017
1 Research Item
4736 Citations
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20172018201920202021202220230200400600800
20172018201920202021202220230200400600800

Publications

Publications (93)
Book
Full-text available
Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K-12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive cont...
Conference Paper
Full-text available
This project seeks to marry theories of situated cognition to the big data movement by connecting clickstream data from technologies in isolation to key forms of multimodal data available from their contexts of use. Using a data corpus gathered from a five-day implementation of the STEM game Virulent (targeting cellular biology), we are combining m...
Article
In an attempt to provide academic game development studios with an efficient and low-cost data collection system that can be used across multiple games, the Assessment Data Aggregator for Gaming Environments (ADAGE) framework is currently being designed and developed by the University of Wisconsin and the Learning Games Network, in tandem with the...
Article
We represent a variety of educators and designers who have in common a deep concern about the quality of STEM learning and how new media tools are designed and used. These tools run the range of interactive simulations to embodied games with full arc narratives. We believe there is not one correct way to instruct in science using new media. For exa...
Article
Interactive multiplayer simulation games have the potential to provide a more mature and statistically accurate approach to help better understand human behavior in relation to local environments and situated contexts. This could be used as a tool to better inform policy and research around environmental issues such as sustainability, food, and cli...
Article
This chapter reviews three augmented reality gaming curricula as a window toward understanding the potentials and challenges of mobile media in education. These examples illustrate how mobile media can be used to connect learning to place, to build and extend interests, and engage learners in a range of complex, authentic learning activities. Ultim...
Article
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts—ways of seeing and understanding problems so that they “become” different kinds of people. “Serious games” coming from business strategy, advergaming, and entertainment gaming emb...
Article
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts-ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming emb...
Article
People need to develop good intuitions about how computation operates within domains of practice (from social software to personalized medicine applications) and how to harness the computer's creative potential. Studio K provides an opportunity for young people to develop such computational ways of thinking by designing videogames as part of a virt...
Article
The purpose of this demonstration is to present how video games can communicate cutting-edge science research topics to a new generation of players. Researchers in the Games, Learning, and Society Center (GLS) at the University of Wisconsin-Madison collaborated with partners at the Wisconsin Institutes of Discovery (WIDs) to develop and refine a su...
Article
Full-text available
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation"? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates anal...
Chapter
Full-text available
Activity theory is a social psychological framework that grew out of two theoretical pillars of Soviet psychological thought in the 1920s and 1930s: Vygotskian cultural-historical psychology and praxis-focused Marxist materialism. Activity theory, also sometimes called Cultural Historical Activity Theory (or CHAT) seeks to create an account of huma...
Article
Full-text available
The construction and consolidation of knowledge through the practical application of concepts and processes can be difficult to support for subjects where practice is an integral component of competence and expertise in that domain. For example, participation ...
Chapter
This chapter examines the potential of video games as a learning tool given their productive capacity for content creation and dissemination. Based on the findings from a longitudinal, twoyear design-based research study investigating the potential of learning communities constructed around using Civilization III (a turn-based historical simulation...
Article
Why Video-Games Literacy? “Reading” competence is at risk, or so reports (in the United States at least) from the National Endowment from the Humanities (NEA; 2004), popular press, and news reports would have one believe (Sanders, 1995). Authors of the NEA report Reading at Risk write, “If one believes that active and engaged readers lead richer in...
Article
September 2006 magazine, video games and education, once the quirky interest of a few rogue educational technologists and literacy scholars, reached broader public awareness. The idea of combining video games and education is not new; twenty years ago, Ronald Reagan praised video games for their potential to train “a new generation of warriors. ” M...
Article
Games are among the oldest forms of experiential learning. Game-based learning scenarios are a staple in the military; games have been used to represent, communicate and explore the dynamics of complex situations with multiple interacting variables. Today’s videogames allow new kinds of interactions, including real-time 3D and physics simulation. L...
Article
Recent years have witnessed unforeseen leaps in technology, which many have argued are ushering in a new media paradigm (Games, Learning, and Society, 2005/2007). Video games are an excellent site to examine in order to understand this new medium, because games are natively digital. Video games are emblematic of the current popular culture we live...
Article
Electronic Gaming. Keywords to market the chapter: future of games, trends, assessment, simulation games, multiplayer games, input devices, bitesized games, innovation, serious games Definitions: Massively Multiplayer Online Game: An online game consisting of thousands of players logged on to a server in real time within a persistent environment. C...
Article
Full-text available
The purpose of this study is to explore learning/instruction within a technology -rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through an examination of student and teacher practices. Our interest was not simply in the interactions among students or between students and teach...
Chapter
Drawing on a critical review of existing game-based learning literature, a content analysis and review of game-based learning products, and interviews with game-based learning designers, it shows how digital and video games are emerging as a new model for situated learning environments. This chapter argues that games problematize contemporary work...
Article
Full-text available
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective...
Article
In order to adapt to the educational demands of an increasingly digitized and globalized society, reformers have pointed toward games and their communities as potential models for what 21st-century educational systems might look like. As educational game research develops as a field, the need for design frameworks that leverage contemporary perspec...
Article
Full text publically available: http://ijlm.net/knowingdoing/competition-driver-learning (although missing videos) As games proliferate, educators have developed an interest in how they function as a medium for learning. Given past research, which has stressed the importance of cooperative rather than competitive learning environments, one might e...
Article
Full-text available
This paper reports on an unconventional collaborative event called Real-Time Research, a project that brought twenty-five participants together from radically divergent fields for a playful and somewhat improvisational investigation of what it means to do games and learning research. Real-Time Research took the form of a two-part workshop session a...
Article
Purpose This paper seeks to build a theory of mobile media learning by studying indigenous use of these media and theorizing what impact they might have on learning and education. Design/methodology/approach Using a critical approach, the paper reviews contemporary developments in mobile media learning particularly those happening outside of schoo...
Article
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Purpose – This brief introductory paper aims to outline seven key principles for educators thinking about life in a continuously partial virtual world. Design/methodology/approach – The seven educational design principles are based on observations of both successes and failures the authors have encountered in their work as the “Games, Learning and...
Article
Full-text available
Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of sch...
Article
Full-text available
This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game—they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in p...
Conference Paper
Full-text available
This interactive session presents early research findings resulting from a game simulation currently called Gamestar Mechanic through which 70 middle and high school-age players learn to design video games. Gamestar Mechanic is an RPG (Role-Playing Game) style online game through which players "take on" the behaviors characteristic of professional...
Conference Paper
This paper explores the pedagogical potential of Gamestar Mechanic, a computer game where players learn the principles of game design by making, sharing and reviewing games in the context of an online community of designers. The game has been designed to foster the appropriation of complex language and literacy skills by middle school children. By...
Article
Full-text available
Over the past few years, video games have transformed from the pariahs to darlings of academic, with a host of academic journals, conferences, and even entire organizations dedicated to the academic study of video games. Video games are now being taken seriously as art, culture, and commerce, as academics, industry, and government leaders recognize...
Article
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Though much of the study of games and learning has understandably emphasized the interaction of game players with specific games (e.g., Gee [2003]), recent work has shifted to the understanding the social sphere around games and communities of engaged gamers (e.g., Squire and Giovanetto [2008]; Wright et al [2002]). In particular, online discussion...
Chapter
Since April 2003, we have written a monthly column, ‘Applied Game Theory’, for Computer Games magazine. Our goal was to try to make some of the core insights of games scholarship more widely accessible to the people who design and play games. Perhaps the hardest challenge of producing this column has not been the issue of how to balance abstract sp...
Article
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in...
Article
Full-text available
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purp...
Article
Full-text available
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity...
Article
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in...
Article
Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and Society."...
Article
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players’ understanding...
Article
Stokes (1997) has argued that research projects can be described by their contributions to theoretical understanding and the solution of practical problems. Building on this model, scholars have suggested that the learning sciences should focus "use-inspired basic research." With this move has come a focus on projects with the potential to create s...
Article
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Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population. Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes. Game cultures feature participation in a collective intelligen...
Article
Full-text available
Games are a nascent topic for educational research, with an increasing numberof conferences (e.g. Games, Learning, & Society), print publications (e.g. Games & Culture), and even federal grants (e.g. Quest Atlantis, RiverWorld, Whyville) recently given to the study and design of gaming technologies in/for education. However, to date, games have bee...
Article
Historically, media literacy efforts have been couched in terms of helping a younger generation of students learn to "see through" media messages emanating from corporate-produced media that are designed to produce hegemonic discourse. Today's emerging media environment - particularly video games - are built on a logic of participation that operate...
Article
Full-text available
Purpose A growing number of educators are turning to games for a model of next‐generation learning environments. To date, there has been a lack of critical inquiry into what kind of learning occurs through game play, and how games get learned by their players. Aims to plug this gap Design/methodology/approach This paper is a critical study of View...
Article
Full-text available
This research investigates the potential of Augmented Reality (AR) technologies, specifically handheld computers, to create an emotionally compelling, rich context for collaborative learning. Building on work in collaborative learning, we sought to design games requiring positive interdependence, promotive interaction, individual accountability, in...
Conference Paper
New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life traje...
Article
Full-text available
“This court reviewed four different video games and found no conveyance of ideas, expression, or anything else that could possibly amount to speech. The court finds that video games have more in common with board games and sports than they do with motion pictures.”
Conference Paper
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for sy...
Article
Supported by a grant from MASIE Center e-Learning CONSORTIUM.
Article
As simulations go from the desktop to portable devices, we hope to harness the unique affordances of handhelds including: (1) portability - can take the computer to different sites and move around within a site; (2) social interactivity -- can exchange data and collaborate with other people face to face; (3) context sensitivity-- can gather data un...
Article
Full-text available
This article describes critical design ethnography, an ethnographic process involving participatory design work aimed at transforming a local context while producing an instructional design that can be used in multiple contexts. Here, we reflect on the opportunities and challenges that emerged as we built local critiques then reified them into a de...
Article
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The article highlights and problematizes some challenges that are faced in carrying out design-based research. It states that the emerging field of learning sciences is one that is interdisciplinary, drawing on multiple theoretical perspectives and research paradigms so as to build understandings of the nature and conditions of learning, cognition...
Article
Full-text available
Learning scientists are increasingly turning to computer and video games as tools for learning. Simulation might not only motivate learners, but provide accessible ways for students to develop intuitive understandings of abstract physics phenomena. This study examines what learning occurs when an electromagnetism simulation game is used in a school...
Article
A growing number of educators are exploring digital games for engaging students in learning experiences, but relatively little is known about how games engage players, how learning occurs through gameplay, or what interactions occur when complex games are brought into school culture. This case study examines what happens when Civilization III was b...
Article
Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the educ...
Article
Full-text available
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...
Article
One of the primary challenges facing designers today is how to design curricular innovations that are appealing and useful to teachers and at the same time bring about transformative practices. While we as a learning sciences community are relatively adept at facilitating innovative case examples, we need more empirical work that examines how curri...
Article
this report of our research on a computer-based three-dimensional (3-D) modeling course for learning astronomy, we use the central tenets of activity theory to analyze participation by undergraduate students and instructors, illuminating the instances of activity that characterized course dynamics. Specifically, we focus on the relations of partici...
Article
Full-text available
Recently, attention is being paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: 1) an after school program using commercial games to develop deep expertise in game play and game creation, and 2) an in sch...
Article
In this study, we examined two distributed learning environments that used interactive technology to enhance authenticity in Rich Environments for Active Learning (REALs). One case study used interactive television to connect a rural, an urban, and suburban classes together with community resources in a design education setting. In the second, inte...
Article
Full-text available
In this report of our research on a computer-based three-dimensional (3-D) modeling course for learning astronomy, we use the central tenets of activity theory to analyze participation by undergraduate students and instructors, illuminating the instances of activity that characterized course dynamics. Specifically, we focus on the relations of part...
Conference Paper
Full-text available
The use of computer simulations is changing the nature of scientific investigation and providing us unique insights into the way that the world works. As simulation moves from the desktop to more ubiquitous portable devices (such as PDAs), we can draw upon the unique affordances of these devices-portability, social interactivity, context sensitivit...
Article
Full-text available
In this manuscript, we describe student use of an on-line modeling tool within an environmental science curriculum that enables students to test the effects of various environmental variables on ground-level ozone levels. This study examines student construction of inscriptions within a pre-service science classroom and their subsequent use of rela...
Article
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The purpose of this study was to share our experiences using emerging technologies to create an authentic learning context where preservice teachers at a university and practicing K-12 teachers collaborate in the conduct of real-world (as opposed to textbook) tasks. In this paper, we demonstrate and evaluate the design of professional development t...
Article
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Four conceptions of and approaches to systemic change are statewide, districtwide, schoolwide, and ecological. State and district approaches value expert opinion and narrow groups of stakeholders. School-level approaches value school autonomy. An ecological systems approach values broad, meaningful participation and the change process itself. (SK)
Article
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In this study, we examined three distance-learning programs conducted over Vision Athena, an interactive television distance-learning system. Emphasis in each project was on using interactive television to engage learners in communities of practice in designed, or intentional, learning environments. Specific findings of what kinds of communities em...
Article
Full-text available
In this manuscript we describe an introductory astronomy course for undergraduate students in which we moved from the large-lecture format to one in which students were immersed in a technologically-rich, inquiry-based, participatory learning environment. Specifically, undergraduate students used 3-D modeling tools to construct virtual reality mode...
Article
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This paper proposes a design theory of how opportunities might be used to facilitate change within a system, particularly an educational system. Opportunity Initiated Systems Design (OISD) is a system design model that retains the values and goals of Idealized Systems Design (ISD) yet incorporates other models of systemic change to form a simpler,...
Article
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explored the question as to whether or not we need a new paradigm of ISO (I nstructional Systems Development). He discussed how fundamental changes in the suprasystems that ISO serves are creating conditions that require similarly fundamental changes in ISD. He then explored the implications of those broader changes for instructional theories (e.g....
Article
Abstract A growing number,of educators are turning to games for a model of next-generation learning environments. To date, there has been a lack of critical inquiry into what kinds of learning occurs through game play, and how games get learned by their players. This paper is a critical study of Viewtiful Joe, a cult-classic sidescrolling 2D fighti...
Article
Full-text available
Abstract Predicated on the belief that learning is a participatory process that involves doing, becoming, and belonging, not simply acquiring, many educators are looking toward the design of communities of practice as environments,to support learning. A central feature of the learning-as-part-of-a-community approach is to advance the collective kno...

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