National Academies Press: OpenBook

Learning Science Through Computer Games and Simulations (2011)

Chapter: Appendix A: Commissioned Papers

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Suggested Citation:"Appendix A: Commissioned Papers." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
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A
Commissioned Papers

All papers are available at http://www7.nationalacademies.org/bose/Gaming_Sims_Commissioned_Papers.html.

PAPERS PRESENTED ON WORKSHOP DAY 1

Rethinking Science Learning Through Digital Games and Simulations: Genres, Examples, and Evidence

Douglas Clark, Brian Nelson, Pratim Sengupta, and Cynthia D’Angelo


Response Paper: Rethinking Science Learning: A Needs Assessment

Diane J. Ketelhut


Learning Context: Gaming, Simulations, and Science Learning in the Classroom

Christopher Dede


Response Paper: Gaming, Simulations, and Science Learning in the Classroom

Katherine M. Culp

PAPERS PRESENTED ON WORKSHOP DAY 2

Games and Simulations in Informal Science Education

Nathan Patterson and Kurt Squire


Response Paper: Sociocultural Contexts of Game-Based Learning

Mizuko Ito

Suggested Citation:"Appendix A: Commissioned Papers." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
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Assessment of Student Learning in Science Simulations and Games

Edys S. Quellmalz, Michael J. Timms, and Steven A. Schneider


Response Paper: Assessment of Student Learning in Science Simulations and Games

John T. Behrens


Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games

Merrilea J. Mayo


Response Paper 1: Bringing Game-Based Learning to Scale: The Business Challenges of Serious Games

Alan Gershenfeld


Response Paper 2: Bringing Game-Based Learning to Scale: A Response

Scot Osterweil

Suggested Citation:"Appendix A: Commissioned Papers." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
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Page 149
Suggested Citation:"Appendix A: Commissioned Papers." National Research Council. 2011. Learning Science Through Computer Games and Simulations. Washington, DC: The National Academies Press. doi: 10.17226/13078.
×
Page 150
Next: Appendix B: Workshop Agenda »
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 Learning Science Through Computer Games and Simulations
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At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning.

To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.

Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

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