Journal
LEARNING MEDIA AND TECHNOLOGY
Volume 47, Issue 1, Pages 125-142Publisher
ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
DOI: 10.1080/17439884.2021.2020285
Keywords
Science education; games for learning; game studies; feminist science studies; STS
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This paper investigates how digital games can support the learning of scientific inquiry as a situated practice, and proposes a framework for analyzing the design of learning environments and how they can be redesigned to better teach inquiry as a situated practice.
In this paper, I ask: 'Can digital games support the learning of scientific inquiry as a situated practice? If so, how?' To approach this question, I draw upon feminist, STS, and pragmatist scholarship to develop a framework that can be used to analyze how a learning environment has been designed to teach scientific inquiry, as well as how it can be redesigned to teach inquiry more like a situated practice. To demonstrate the utility of the framework, I employed it as part of a case study to analyze the game The Mystery of Taiga River. Based on this, I recommend general directions for the design of digital games to support the learning of inquiry as a situated practice using the framework.
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