K u r t S q u i r e ' s T e n u r e M a t e r i a l s

1. Dissertation: Replaying History

2. Teaching Statement

3. Research Statement

4. Tenure report

5. CV (UW formatted)

6. Syllabus: 614

7. Syllabus: 801

8. Outside letters of Evaluation (Seed, Lankshear, Lemke, Collins)

 

 

 

Scholarly Papers:

* = peer reviewed

# = completed before UW

  1. * Squire, K. (in press). From information to experience: Place-based augmented reality games as a model for learning in a globally networked society. To appear in Teacher’s College Record.

  2. Squire, K. (in press). Video Games and education: Designing learning systems for an interactive age. To appear in Educational Technology.

  3. * Squire, K. (in press). Artists in the medium. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.

  4. * Squire, K. (in press). Video games literacy: A literacy of expertise. To appear in J. Coiro, M. Knobel, D. Leu, & C. Lankshear, Handbook of research on new media literacies. New York: MacMillan.

  5. * Squire, K., & Durga, S. (in press). Productive gaming: The case for historiographic game play. To appear in R. Ferdig (Ed.) The handbook of educational gaming. Hershey, PA: Information Science Reference.

  6. * Squire, K. (in press). Critical education in an interactive age. To appear in Diana Silberman Keller, (Ed). Mirror Reflections: Popular culture and education. NY: Peter Lang Publishers.

  7. * Squire, K.D., DeVane, B. & Durga, S. (in press). Designing centers of expertise for academic learning through video games. To appear in Theory Into Practice.

  8. * Klopfer, E. & Squire, K. (in press). Environmental Detectives: The development of an augmented reality platform for environmental simulations. To appear in Educational Technology Research & Development.

  9. * Squire, K.D. (in press). Game-based learning: An emerging paradigm for learning. To appear in Performance Improvement Quarterly.

  10. * DeVane, B. & Squire, K. (in press). The Meaning of Race and Violence in Grand Theft Auto: San Andreas. To appear in Games & Culture.

  11. * Squire, K.D. & Giovanetto, L. (in press). The higher education of gaming. To appear in eLearning.

  12. * Squire, K. (2008). Open-ended video games: A model for developing learning for the interactive age. In K. Salen (Ed.) The John D. and Catherine T. MacArthur Foundation series on digital media and learning. (167-198) Cambridge, MA: The MIT Press.

  13. * Squire K.D. & Jan, M. (2007). Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16(1) 5-29.

  14. * Squire, K., & Klopfer, E. (2007). Augmented reality simulations on handheld computers. Journal of the Learning Sciences, 16(3), 371 - 413.

  15. Squire, K. (2007). Games, learning, and society: Building a field. Educational Technology, 4(5), 51-54.

  16. Squire, K.D., Jan, M., Matthews, J., Wagler, M., Martin, J., Devane, B. & Holden, C. (2007). Wherever you go, there you are: The design of local games for learning. In B. Sheldon & D. Wiley (Eds). The design and use of simulation computer games in education, (265-296). Rotterdam, Netherlands: Sense Publishing.

  17. Jenkins, H. & Squire. K. (2007). Applied game theory: Innovation, diversity, experimentation in contemporary game design. In A. Jahn-Sudmann (Ed). Games without frontiers.

  18. * Squire, K.D. (2006). From content to context: Video games as designed experiences. Educational Researcher, 35(8), 19-29.

  19. * Shaffer, D. W., & Squire, K. D. (2006). The Pasteurization of Education. In Education and technology: Issues in policy, administration and application (43-55). London: Elsevier.

  20. *Squire, K. D. & Steinkuehler, C. A. (2006). Generating CyberCulture/s: The case of Star Wars Galaxies. In D. Gibbs & K. L. Krause (Eds.), Cyberlines 2.0 Languages and cultures of the Internet (177-198). Albert Park, Australia: James Nicholas Publishers.

  21. * Squire, K.D. Giovanetto, L., DeVane, B. & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment. Technology Trends 49(5), 34-42.

  22. * Squire, K.D. (2005). Educating the fighter. On the Horizon 13(2), 75-88. To be reprinted in D. Davidson (Ed.). (in press). Serious games. Pittsburgh, PA: Carnegie Mellon Entertainment Technology Press.

  23. * Shaffer, D. W., Squire, K.D., Halverson, R., & Gee, J.P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111.

  24. * Squire, K.D. (2005). Toward a media literacy for games. Telemedium 52 (1-2), 9-15).

  25. * Squire, K.D. (2005). Resuscitating research in educational technology: Using game-based learning research as a lens for looking at design-based research. Educational Technology 45(1), 8-14.

  26. * Squire, K.D. (2005). Changing the game: What happens when video games enter the classroom?. Innovate 1(6). Available: http://www.innovateonline.info/index.php?view=article&id=82

  27. * Squire, K.D. & Steinkuhler, C.A. (2005). Meet the gamers: Games as sites for new information literacies. Library Journal. Available: http://www.libraryjournal.com/article/CA516033.html

  28. * Squire, K.D. (2005). Civilization III as a world history sandbox. In M. Bittanti (Ed.) Civilization and its discontents. Virtual history. Real fantasies. Milan, Italy. Ludilogica Press. (Italian)

  29. * Barab, S., & Squire, K. (2004). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13(1), 1-14.

  30. *# Barab, S, A., Thomas, M, Dodge, Squire, K., & Newell, M. (2004). Critical design ethnography: Designing for change. Anthropology and Education Quarterly 35(2), 254-268.

  31. * Klopfer, E. & Squire, K., Jenkins, H. (2004). Environmental Detectives: PDAs as a Window into a Virtual Simulated World. Kerres, M., Kalz, M., Stratmann, J., de Witt, C. Eds., Didaktik der notebook-universität, (pp.259-274). Münster:Waxmann Verlag.

  32. * Jenkins, H. & Squire, K (2003). Harnessing the power of games in education. Insight (3)1, 5-33.

  33. *** All following papers were completed prior to UW ***


  34. # Jenkins, H. Squire, K. & Tan, P. (2003). You Can’t Bring That Game To School!: Designing Supercharged! In B. Laurel (Ed.) Design research. (pp. 244-252). Cambridge, MIT Press.

  35. # Holland, W., Jenkins, H. & Squire, K. Theory by Design (2003). In Perron, B., and Wolf, M. (Eds). Video game theory reader. (pp. 25-46). London: Routledge.

  36. *# Squire, K. & Johnson, C. (2003). Using interactive television to enhance authenticity in K-12 REALs: Two case studies. In the International Journal of Continuing Engineering Education and Lifelong Learning 13(5-6), 454-470.

  37. # Games-to-Teach Team. (2003). Design principles of next-generation digital gaming for education. Educational Technology, 43(5), 17-33.

  38. *# Jenkins, H., Klopfer, E., Squire, K. & Tan, P. (2003). Entering the education arcade. Computers in Entertainment 1(1), 17-17.

  39. *# Squire, K.D., Makinster, J., Barnett, M., Barab, A.L., & Barab, S.A. (2003). Designed Curriculum and Local Culture: Acknowledging the Primacy of Classroom Culture. Science Education. 87,1– 22.

  40. *# Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1.

  41. # Jenkins, H. & Squire, K. (2002) Art of contested spaces. In King, L. (Ed.), Game on: The history and culture of video games (pp. 64-75). New York: Universe Publishing.

  42. *# Squire, K.D. (2002). Cultural framing of computer/ video games. Game Studies, 2(1). (http://gamestudies.org/0201/Squire/).

  43. *# Barab, S. A., Barnett, M., & Squire, K. (2002). Developing an empirical account of a community of practice: Characterizing the essential tensions. The Journal of the Learning Sciences 11(4), 489-542.

  44. *# Barab, S., A., Barnett, M., Yamagata-Lynch, L., Squire, K., & Keating, T. (2002). Using activity theory to understand the contradictions characterizing a technology-rich introductory astronomy course. Mind, Culture, and Activity, 9(2), 76–107.

  45. *# Barab, S. A., Hay, K. E., Barnett, M. G., & Squire, K. (2001). Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices/Understandings. Cognition and Instruction. 19(1), 47-94.

  46. *# Squire, K.D. & Johnson, C.B. (2000). Supporting Distributed Communities of Practice with Interactive Television. Educational Technology Research & Development, (48),1, 23-44.

  47. *# Squire, K. D. & Reigeluth, C. M. (2000). The Many Faces of Systemic Change. Educational Horizons, 78(3), 143-152.

  48. *# Barab, S. A., Squire, K., & Dueber, B. (2000). A co-evolutionary model for supporting the emergence of authenticity. Educational Technology Research and Development, 48(2), 37-62.

  49. *# Barab, S. A., Hay, K. E., Squire, K., Barnett, M., Schmidt, R., Karrigan, K., Yamagata-Lynch, L., & Johnson, C. (2000). Virtual solar system project: Learning through a technology-rich, inquiry-based, participatory learning environment.  Journal of Science Education and Technology, 9(1), 7-25.

  50. *# Squire, K. D. (1999). Opportunity Initiated Systems Design. Systems Practice and Action Research. 12(6), 633-648.

  51. # Reigeluth, C. M. & Squire, K. D. (1998) Emerging work in the new paradigm of instructional theory. Educational Technology, July-August, 41 – 47.

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