2016
DOI: 10.1080/10511970.2016.1192074
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Using Games to Engage Students in Inquiry

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Cited by 6 publications
(5 citation statements)
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“…in creative, critical and collective ways (e.g., . Extending earlier scholarship about board games in STEM (i.e., science, technology, engineering, mathematics) education (e.g., Byrne, 2017;McFeetors & Palfy, 2017, 2018, we situate this work within a growing body of relational pedagogies that come to consider the ways in which learning selves and the A learning itself are differential experiences that are always in the making rather than prescribed destinations that can be fully anticipated and articulated (e.g., Dewey, 1934;Ellsworth, 2005;Lenz Taguchi, 2010). This is in line with critiques of STEM education as far too often overcoded through the privileging of singular cognitive destinations rather than relational learning journeys that enfold (at least) the whole learning self, the content, the social context in which coming-to-know occurs, as well as the materiality of learning (e.g., Bazzul & Kayumova, 2016;Chesky & Wolfmeyer, 2015;deFreitas, 2016;deFreitas & Sinclair, 2013).…”
Section: Jcacs 91mentioning
confidence: 78%
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“…in creative, critical and collective ways (e.g., . Extending earlier scholarship about board games in STEM (i.e., science, technology, engineering, mathematics) education (e.g., Byrne, 2017;McFeetors & Palfy, 2017, 2018, we situate this work within a growing body of relational pedagogies that come to consider the ways in which learning selves and the A learning itself are differential experiences that are always in the making rather than prescribed destinations that can be fully anticipated and articulated (e.g., Dewey, 1934;Ellsworth, 2005;Lenz Taguchi, 2010). This is in line with critiques of STEM education as far too often overcoded through the privileging of singular cognitive destinations rather than relational learning journeys that enfold (at least) the whole learning self, the content, the social context in which coming-to-know occurs, as well as the materiality of learning (e.g., Bazzul & Kayumova, 2016;Chesky & Wolfmeyer, 2015;deFreitas, 2016;deFreitas & Sinclair, 2013).…”
Section: Jcacs 91mentioning
confidence: 78%
“…This mirrors a larger societal shift whereby board games are becoming a more popular medium through which to engage in processes and practices of play (e.g., Fournier, 2019). Board games can and are used to meaningfully develop spatial reasoning and logic, explore and mathematically model scientific concepts, and engage in questions of user interface and design (e.g., Byrne, 2017;McFeetors & Palfy, 2017, 2018Odendaal & Zavala, 2018). By design, board games are pedagogically non-prescriptive educational texts: they do not guarantee that players will reach a desired, singular curricular destination.…”
Section: Jcacs 91mentioning
confidence: 99%
“…While games of chance are well-suited to probability investigations, games in general offer a diversity of mathematical concepts to examine across all ages. Byrne's [43] study of four under-graduate students engaged in an inquiry-based course of exploring the mathematics within commercial games, demonstrated an increase in participants' mathematical understandings, as well as them exhibiting the inquiry behaviours of: conjecturing, experimenting, creating, and communicating. Transforming games into investigations offers the potential for fostering students' mathematical proficiencies and achievement across all ages.…”
Section: Games Into Investigationsmentioning
confidence: 99%
“…The use of games and simulators represents effective strategies to engage student attention and attain the educational goals of the classes. According to the literature, interactive activities stimulate creativity, communication, problem solving, and analytic abilities (3,14).…”
Section: Introductionmentioning
confidence: 99%