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Constance Steinkuehler
University of Wisconsin-Madison
PsychologyPedagogyComputer scienceMultimediaLiteracy
64Publications
22H-index
2,795Citations
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Publications 62
Newest
#1Tammi R. A. Kral (UW: University of Wisconsin-Madison)H-Index: 7
#2Diane E. Stodola (UW: University of Wisconsin-Madison)H-Index: 8
Last. Richard J. DavidsonH-Index: 137
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The ability to understand emotional experiences of others, empathy, is a valuable skill for effective social interactions. Various types of training increase empathy in adolescents, but their impact on brain circuits underlying empathy has not been examined. Video games provide a unique medium familiar and engaging to adolescents and can be used to deliver training at scale. We developed an empathy training video game, Crystals of Kaydor (Crystals), and investigated whether playing Crystals incr...
4 CitationsSource
Purpose The purpose of this paper is to inform designers and researchers about the current state of play in videogames in education and its broader context. Design/methodology/approach This synthetic piece reflects the author’s past decade of work and observation in the domain. It is not a research piece but a reflective essay. Findings Structural issues inflect the development of games for learning. Here, the author argues for the incubation of a new indie scene in educational domains on par wi...
Source
There is a terrific disconnect between parenting advice related to media and the realities of contemporary parenting. We condone enrichment parenting and condemn the use of “digital babysitters,” admonishing parents who exceed the two-hour screen time limitation even when, all the while, no one is listening. Parents are not merely blase about their children's development and well-being. Rather, for many parents, games and other media are a best-fit solution to the problem of resource constraints...
4 CitationsSource
Last. Constance SteinkuehlerH-Index: 22
view all 4 authors...
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#1Amanda Ochsner (UW: University of Wisconsin-Madison)H-Index: 2
#2Dennis Ramirez (UW: University of Wisconsin-Madison)H-Index: 2
Last. Constance Steinkuehler (UW: University of Wisconsin-Madison)H-Index: 22
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The field of games and learning encompasses research around the design of educational games, the ways in which teachers and players use commercial games for educational purposes, and even ways in which game-like systems are being implemented to make learning more engaging. The first section of this entry outlines several foundational theories for games, learning, and engagement, including flow, the zone of proximal development, and hard fun, as well as principles of learning that are often embed...
1 CitationsSource
#1Sharon J. DerryH-Index: 22
#2Jennifer SeymourH-Index: 3
Last. Marcelle A. SiegelH-Index: 5
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27 Citations
Literacy skills honed from reading books and writing papers has long been recognized as invaluable to building and sustaining intellect. Educators are charged with strengthening literacy programs, and they typically rely on conventional practices and increased time focusing on text-based media to do so, yet their efforts have not significantly increased test scores (Baer, Baldi, Ayotte, & Green, 2007; U.S. Department of Education, 2005). At the same time, these traditional classrooms neglect the...
21 Citations
#1Constance Steinkuehler (UW: University of Wisconsin-Madison)H-Index: 22
#2Kurt Squire (Morgridge Institute for Research)H-Index: 39
Last. Sasha A. BarabH-Index: 48
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This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers, and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others. Together, thei...
63 CitationsSource
#1Constance Steinkuehler (UW: University of Wisconsin-Madison)H-Index: 22
#2Esra Alagoz (UW: University of Wisconsin-Madison)H-Index: 5
Last. Crystle Martin (UW: University of Wisconsin-Madison)H-Index: 5
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There is renewed interest in out-of-school programs for informal learning as a way to complement or supplement formal classrooms. Compelling evidence of learning in the context of virtual worlds is emerging, but few empirically detailed comparisons of programs based on such technologies exist. This article presents a crosscase analysis conducted on two out-of-school programs based on virtual environments involving Global Kid’s “I Dig Science” situated in the virtual platform Teen Second Life and...
2 CitationsSource
#2Yoonsin OhH-Index: 4
7 CitationsSource
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