Skip to main content

Advertisement

Log in

It’s not whether you win or lose: integrating games into the classroom for science learning

  • Forum
  • Published:
Cultural Studies of Science Education Aims and scope Submit manuscript

Abstract

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 literacy. What is the meaning of expertise in the context of games-based learning? An examination of the studies presented suggests that games, like other ways of teaching, have both strengths and limitations, and that the exploration of games for science learning should reflect these considerations as well as the context of goals for science learning.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
€32.70 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price includes VAT (Finland)

Instant access to the full article PDF.

Similar content being viewed by others

References

  • Barab, S., Dodge, T., Thomas, M., Jackson, C., & Tuzun, H. (2007). Our designs and the social agendas they carry. Journal of the Learning Sciences, 16, 263–305. doi:10.1080/10508400701193713.

    Article  Google Scholar 

  • Gaydos, M. & Squire, K. (2012). Citizen Science: Role playing games for scientific citizenship, Cultural Studies of Science Education.

  • Manovich, L. (2001). The language of new media. Cambridge, MA: MIT Press.

    Google Scholar 

  • National Research Council. (2007). Front Matter. Taking science to school: Learning and teaching science in grades K-8. Washington, DC: The National Academies Press. Downloaded on 2/23/2012 from www.nap.edu/openbook.php?record_id=11625.

  • National Research Council. Committee on Conceptual Framework for the New K-12 Science Education Standards. (2011). A framework for K-12 science education: practices crosscutting concepts and core ideas. Washington, DC: National Academies Press.

    Google Scholar 

  • Plass, J. L., Milne, C., Homer, B. D., Schwartz, R. N., Hayward, E. O., Jordan, T., et al. (2012). Investigating the effectiveness of computer simulations for chemistry learning. Journal of Research in Science Teaching, 49, 394–419. doi:10.1002/tea.21008.

    Article  Google Scholar 

  • Polman, J. L., & Pea, R. D. (2007). Transformative communication in project science learning discourse. In R. Horowitz (Ed.) Talking texts: How speech and writing interact in school learning (pp. 297–315). Mahwah, NJ: Erlbaum. Downloaded on 2/25/2012 from http://telearn.archives-ouvertes.fr/docs/00/19/06/33/PDF/A133_Polman_Pea_2007.pdf.

  • Stephenson, N. W. (1926). The goal of the motion picture in education. In C. L. King & F. A. Tichenor (Eds.), Annals of the American Academy of Political and Social Science (128): The motion picture in its economic and social aspects (pp. 116–121). Philadelphia, PA: The American Academy of Political and Social Science. Accessed on 02/21/2012 at: http://www.jstor.org/stable/1016211.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ruth N. Schwartz.

Additional information

Lead Editor: C. Milne.

Forum response to Gaydos and Squire (2012). CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Schwartz, R.N. It’s not whether you win or lose: integrating games into the classroom for science learning. Cult Stud of Sci Educ 7, 845–850 (2012). https://doi.org/10.1007/s11422-012-9454-7

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11422-012-9454-7

Keywords

Navigation