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Title: CyberSTEM: Making Discovery Visible Through Digital Games
Authors: Squire, Kurt
Halverson, Rich
Kasemodel, Craig
Shapiro, R. Benjamin
Gaydos, Matthew
Owen, V. Elizabeth
Beall, Mike
Paiz-Ramirez, Dennis
Issue Date: Jun-2013
Publisher: International Society of the Learning Sciences
Citation: Squire, K., Halverson, R., Kasemodel, C., Shapiro, R. B., Gaydos, M., Owen, V. E., Beall, M., & Paiz-Ramirez, D. (2013). CyberSTEM: Making Discovery Visible Through Digital Games. In Rummel, N., Kapur, M., Nathan, M., & Puntambekar, S. (Eds.), To See the World and a Grain of Sand: Learning across Levels of Space, Time, and Scale: CSCL 2013 Conference Proceedings Volume 2 — Short Papers, Panels, Posters, Demos & Community Events (pp. 413-417). Madison, WI: International Society of the Learning Sciences.
Abstract: 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 suite of educational video games to explore topics such as limnology, virology, regenerative medicine, and ecological science rarely studied in the realm of educational spaces. Several games develop collaborative participatory science skills while expanding games based learning into adult informal learning. The presentation will begin with brief history of CyberSTEM implementation, followed with a hands-on demonstration of the iterations in the most current form, and will close with a audience discussion of the direction of CyberSTEM and its social network.
Appears in Collections:CSCL 2013

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