Kurt Squire (Quotes)

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Selected quotes from Kurt Squire's text "Game-Based Learning: Present and Future State of the Field. An XLearn Perspective Paper. MASIE Center eLearning Consortium 2005 [1]

Quotes

  • "Now, with web pages numbering in the billions and internet access available through an ordinary cellphone, it is clear that the only problem with content is that there is too much of it." p. 21
  • "A primary challenge for companies is how to train workers to make "better" decisions, defined, of course, as decisions that are more in line with company goals." p.22
  • "(...) to create learning environments that are not about “memorizing facts or training discreet skills” but rather about using technologies to generate (...) new experiences that lead to new worldviews, new ways of viewing problems, marshaling resources, and solving those problems in complex environments." p.8
  • "Specifically, these companies have applied principles from marketing and strategy that align closely with games to create learning environments that are not about “memorizing facts or training discreet skills” but rather about using technologies to generate new experiences for employees – new experiences that lead to new worldviews, new ways of viewing problems, marshaling resources, and solving those problems in complex environments." p.8
  • "A. Embracing and ideology - B. Thinking with information" p.21
  • "Players enjoy complexity – especially the power that comes with powerful tools. What they do not like is “uninteresting decisions,” or games that leave them confused or with too many “easy” decisions – decisions where there is no learning to be had." p.25
  • "(...) but all of them (...) share a common approach involving the creation of seductive failure states that entice the user into acting in a way that makes his assumptions and misconceptions explicit." p.30 (italics by author)
  • "I argue that games are ideological spaces. They are spaces in that they are worlds that we enter and make of as we please, but they are also worlds built according to particular values. They call our attention to some aspects of reality while obscuring others. Part of what makes games so powerful as a medium for learning is that they allow us to build worlds that are instantiated according to a particular set of rules." p.28
  • "Many (learning games) are more interested in "simulating reality" than helping the learner think through a set of problems-grounded understandings. This is not to say that games should be scripted, but rather that learning games should "enforce mastery" (...)" p.30
  • "Different perspectives - or value systems - privilege certain kinds of information over others." p.22 (Luhmann's contingent information-message-meaning-chain - but this is seen as part of the solution, not as part of the problem)
  • "Games as spaces for experiental learning, games as contexts for discussion, games as tools to think with, and games as spaces for exploring new identities (both individually and as a group)." p.9
  • "One trick for corporations, then, becomes convincing employees to adopt a corporate identity as part of their own self." p.19 ('speaking' coca cola)
  • "The idea of experience design (...) is fundamental to situated views of cognition." p.20

--Weytan 10:38, 2 December 2008 (UTC)

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