Kurt Squire
#56,290
Most Influential Person Now
American journalist
Kurt Squire's AcademicInfluence.com Rankings
Kurt Squirecommunications Degrees
Communications
#4964
World Rank
#6921
Historical Rank
#2163
USA Rank
Journalism
#753
World Rank
#854
Historical Rank
#482
USA Rank

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Communications
Why Is Kurt Squire Influential?
(Suggest an Edit or Addition)According to Wikipedia, Kurt D. Squire is a professor at The University of California, Irvine, member of the Connected Learning Laboratory, and former director of the Games, Learning & Society Initiative at the University of Wisconsin-Madison, best known for his research into game design for education.
Kurt Squire's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Design-Based Research: Putting a Stake in the Ground (2004) (2285)
- From Content to Context: Videogames as Designed Experience (2006) (930)
- Video Games and the Future of Learning (2005) (866)
- Video games in education (2003) (820)
- Environmental Detectives—the development of an augmented reality platform for environmental simulations (2008) (809)
- HARNESSING THE POWER OF GAMES IN EDUCATION (2003) (638)
- Changing the Game: What Happens When Video Games Enter the Classroom? (2005) (536)
- Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007) (503)
- Environmental Detectives: PDAs as a window into a virtual simulated world (2002) (419)
- Augmented Reality Simulations on Handheld Computers (2007) (406)
- Cultural Framing of Computer/Video Games (2002) (381)
- Replaying history: learning world history through playing civilization iii (2004) (314)
- Developing an Empirical Account of a Community of Practice: Characterizing the Essential Tensions (2002) (289)
- Electromagnetism Supercharged! Learning Physics with Digital Simulation Games (2004) (285)
- A co-evolutionary model for supporting the emergence of authenticity (2000) (280)
- Using Activity Theory to Understand the Systemic Tensions Characterizing a Technology-Rich Introductory Astronomy Course (2002) (279)
- Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices (2001) (199)
- Critical Design Ethnography: Designing for Change (2004) (195)
- Replaying History: Engaging Urban Underserved Students in Learning World History Through Computer Simulation Games (2004) (194)
- Designed curriculum and local culture: Acknowledging the primacy of classroom culture (2003) (190)
- Open-Ended Video Games: A Model for Developing Learning for the Interactive Age (2007) (181)
- Video Games and Learning: Teaching and Participatory Culture in the Digital Age (2011) (171)
- From users to designers: Building a self-organizing game-based learning environment (2005) (169)
- Video Game–Based Learning: An Emerging Paradigm for Instruction (2008) (167)
- Games, Learning, and Society: Learning And Meaning In The Digital Age (2012) (157)
- Games, Learning, and Society: Learning And Meaning In The Digital Age (2012) (157)
- Mystery at the museum: a collaborative game for museum education (2005) (136)
- Entering the education arcade (2003) (131)
- Design Principles of Next-Generation Digital Gaming for Education. (2003) (126)
- Designing Centers of Expertise for Academic Learning Through Video Games (2008) (123)
- Supporting distributed communities of practice with interactive television (2000) (115)
- Virtual Solar System Project: Learning Through a Technology-Rich, Inquiry-Based, Participatory Learning Environment (2000) (108)
- Video Games and Education: Designing Learning Systems for an Interactive Age. (2008) (106)
- The Meaning of Race and Violence in Grand Theft Auto (2008) (105)
- Game-based learning : present and future state of the field (2005) (98)
- From Information to Experience: Place-Based Augmented Reality Games as a Model for Learning in a Globally Networked Society (2010) (90)
- Mobile media learning: multiplicities of place (2009) (88)
- Video Games and the Future of Learning. WCER Working Paper No. 2005-4. (2005) (79)
- Games, Learning, and Society: Building a Field. (2007) (78)
- Videogames and learning (2014) (71)
- Collaborative learning through augmented reality role playing (2005) (69)
- Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series). (2011) (58)
- Amplifications of learning (2012) (54)
- Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, without Libraries. (2005) (54)
- Role playing games for scientific citizenship (2012) (49)
- Educating the fighter: buttonmashing, seeing, being (2005) (46)
- The Many Faces of Systemic Change. (2000) (44)
- Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena (2014) (42)
- Emerging Work on the New Paradigm of Instructional Theories. (1998) (42)
- Wherever You go, There You are: Place-Based Augmented Reality Games for Learning (2007) (38)
- The Higher Education of Gaming (2008) (37)
- Productive Gaming and the Case for Historiographic Game-Play (2009) (33)
- Participatory Scaling Through Augmented Reality Learning Through Local Games (2014) (28)
- Theorizing Games in/and Education (2006) (27)
- Resuscitating Research in Educational Technology: Using Game-Based Learning Research as a Lens for Looking at Design-Based Research (2005) (27)
- MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias (2013) (24)
- Getting Your Socks Wet: Augmented Reality Environmental Science (2004) (21)
- Video-Game Literacy (2008) (20)
- ‘Economists Who Think like Ecologists’: Reframing Systems Thinking in Games for Learning (2010) (20)
- Games and Simulations in Informal Science Education. WCER Working Paper No. 2010-14. (2010) (16)
- The Pasteurization of Education (2006) (13)
- Virtual worlds and learning (2009) (13)
- Design thinking in gamestar mechanic: the role of gamer experience on the appropriation of the discourse practices of game designers (2008) (13)
- From virtual to participatory learning with technology during COVID-19 (2021) (12)
- Mobile Media Learning: Ubiquitous Computing Environments for the Mobile Generation (2013) (12)
- Augmented Reality Games: Place-based Digital Learning (2011) (12)
- The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning (2013) (11)
- Games, Learning, and Society: Games as Twenty-First-Century Curriculum (2012) (11)
- Citizen Science : Designing a Game for the 21st Century (2010) (11)
- From Egypt to Wisconsin: tactical innovation with digital media (2013) (10)
- Learning Local Immigration History In and Out of the Museum (2015) (9)
- 21st century language and literacy in gamestar mechanic: middle school students' appropriation through play of the discourse of computer game designers (2009) (9)
- Design-based Research : Clarifying the Terms. A Special Issue of the Journal of the Learning Sciences (2016) (9)
- Guest Editorial: Special Section on Game-Based Learning (2010) (8)
- Adage: an open API for data collection in educational games (2014) (8)
- The Problem with Screen Time (2017) (7)
- Playing to learn game design skills in a game context (2008) (7)
- Meaningful Play (2013) (7)
- Opportunity Initiated Systems Design (1999) (6)
- Games, learning and literacy (2006) (6)
- Productive Gaming : The Case for Historiographic Play (2008) (6)
- Critical Education in an Interactive Age (2008) (6)
- Creating the Future of Games and Learning. (2015) (6)
- Science Sims and Games: Best Design Practices and Fave Flops (2014) (5)
- Competition as a Driver for Learning (2009) (5)
- Games for Participatory Science: A Paradigm for Game-Based Learning for Promoting Science Literacy. (2011) (4)
- Video Games and The Future of Learning Most educators are dismissive of video games. But corporations, the government, and the military have already recognized and harnessed their tremendous educative power. Schools have to catch up, the authors argue. (2005) (4)
- Civilization 4 (2009) (4)
- Video Game–Based Learning (2010) (4)
- Personalized Independent Learning Systems in High Technology Environments (1998) (3)
- Introduction to Special Issue on Games + Learning + Society. (2016) (3)
- Situating Deep Multimodal Data on Game-Based STEM Learning (2016) (3)
- Games and simulations in distance learning: the AIDLET Model (2011) (3)
- A Participatory Simulation of the Accountable Capitalism Act (2020) (3)
- WHAT IS PASTEURIZATION? (3)
- Review (2004) (3)
- Development of Tangential Learning in Video Games Dept . of CIS (2014) (2)
- Games, Learning, and Society: Designed Cultures (2012) (2)
- Real-Time Research: Improvisational Game Scholarship (2010) (2)
- ‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design (2008) (2)
- At Play in the Cosmos (2021) (2)
- Innovation in times of uncertainty (2017) (1)
- Making Games for Impact (2021) (1)
- Using interactive television to enhance authenticity in K-12 REALs: two case studies (2003) (1)
- Designing Learning Systems for an Interactive Age (2006) (1)
- A robotic framework for semantic concept learning. (2004) (1)
- Gamer communities, design, and learning: panel proposal (2008) (1)
- “Environment-selected directors”: An interactive simulation experiment of environmental representation on corporate boards (2020) (1)
- Real-Time Research: An Experiment in the Design of Scholarship (2009) (0)
- Book reviews: "Computer games for learning: An evidence-based approach," Richard E. Mayer (2015) (0)
- MIT GAMES TO TEACH Border of Life Replicate: On the Border of of Evasion Subversion of EPSTEIN-BARR VIRUS (HERPESVIRIDAE) MARBURG AND EBOLA VIRUSES ( FILOVIRIDAE ) (2002) (0)
- Learning argumentation through a role-playing game-based curriculum (2010) (0)
- Going Places: Leveraging Narrative for Mobile Learning Experiences (2010) (0)
- The author would like to acknowledge all those involved in the development of (2006) (0)
- Role playing games for scientific citizenship (2012) (0)
- Guest editor’s notes (2005) (0)
- Studio K: Tools for Game Design and Computational Thinking (2013) (0)
- Artists in the Medium (2009) (0)
- Book review: From N00b to Community Organizer: A Review of Kurt Squire's 'Video Games and Learning: Teaching and Participatory Culture in the Digital Age (review by Michelle A. Hoyle) (2012) (0)
- Terra Nova toward Terra Firma: Data on games for science learning (2010) (0)
- Real time research: experiments in improvisational game scholarship (2010) (0)
- Games, Learning, and Society: Introduction to Section I (2012) (0)
- Games, Learning, and Society: Interview with Harmonix (2012) (0)
- Educational Game Design - Prototyping with Purpose (2013) (0)
- Participatory Scaling Through Augmented Reality Learning Through Local Games (2013) (0)
- Enhancing Youth Self-Regulation Through Wearable Apps: Increasing Usage Through Participatory Design in Low Income Youth (2022) (0)
- Casual Games, Cognition, and Play Across the Lifespan: A Critical Synthesis (2023) (0)
- CyberSTEM: Making Discovery Visible Through Digital Games (2013) (0)
- Well Played--Vol. 1, No. 1 (2015) (0)
- Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena (2013) (0)
- Assessing Game Experiences. (2016) (0)
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What Schools Are Affiliated With Kurt Squire?
Kurt Squire is affiliated with the following schools: