Replaying history: learning world history through playing civilization iii
By Kurt Squire, Sasha A. Barab. 2004
322 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/cd78d4d58c0efe7c1fc1b86f987dd8af9d04e2c5
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Á. Macnamara
- D. Collins
- Jantina Huizenga
- Wilfried Admiraal
- Keith Topping
- Anthony M. Bean
- Andrew K. Tolmie
- C. S. Nair
Citations in the corpus
- The Gaming of Policy and the Politics of Gaming: A Review (2009, background): “The deeper meaning, uses, and possible impact of computer games in the strategy/simulation genre, such as CIVILIZATION, BALANCE OF POWER, or the highly original game concept of DEMOCRACY2 on public policy making is largely unexplored territory (Squire, 2004; Weir & Baranowski, in press).”
- Learning in immersive worlds: A review of game-based learning (2006, result): “This is significant, as other studies have also found that the connection between specified learning outcomes and learning with games is not always a certain one (Egeneldt-Nielsen, 2005; Squire, 2005).”
- Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2008, background): “students have been shown to acquire knowledge in areas such as language arts, science, and history (Paquin 2002; Squire 2004).”
- Scientific Habits of Mind in Virtual Worlds (2008, unknown): “…such spaces ought to generate (e.g., understanding systems and feedback among components of a system), previous games related literature (Gee 2003; Squire 2003, 2005; Steinkuehler 2004, 2005, 2006a, 2006b, 2006c), and a pilot study conducted in preparation for this investigation (Steinkuehler and…”
- Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game (2009, background): “Although some studies report success in learning with games with traditionally disengaged groups of students (see, e.g. Squire 2004; EgenfeldtNielsen 2005) and that using games in lessons is motivating (see, e.g. Sandfort et al. 2006) the empirical basis for claming that game-based learning may…”
- Video Game Addiction: The Push To Pathologize Video Games (2017, methodology): “Finally, video games have been utilized in education to increase grades, learning, reading, and working with abstract ideas (Gee, 2007; Koster, 2005; Squire & Barab, 2004).”
- Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011, background): “Post-play debriefing is considered by many to be critical to the effective application of educational simulations and games (e.g., Garris et al., 2002; Lederman, 1992; Squire, 2004).”
- Examining the pedagogical foundations of modern educational computer games (2008, background): “The literature is filled with articles calling for the use of established learning theories and instructional strategies to guide the design of educational games and enhance game-based learning (e.g., Dickey, 2005; Kafai, 2001; Squire, 2004).”