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Hypothesizing-Experimenting

Hypothesizing-Experimenting

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In this paper, I ask: ‘Can digital games support the learning of scientific inquiry as a situated practice? If so, how?’ To approach this question, I draw upon feminist, STS, and pragmatist scholarship to develop a framework that can be used to analyze how a learning environment has been designed to teach scientific inquiry, as well as how it can b...

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... An integrative approach toward ethics in education would give prominence to ethical inquiry as a strategy to examine and question the practices, expectations, and purposes of disciplinary methods and commitments (e.g.,Riley et al. 2009). It would aim to engage students with the situated nature of ethical inquiry, highlighting how societal structures are entangled with the process of knowledge-making(Anupam 2022) and thereby rethinking structures of knowledge-making, such as siloed disciplines (Cech 2014) as well as cultures and constitutions of excellence. Doing so has potential for the formation of coalitions and alliances that can challenge disciplinary and ideological dogmas and remain resilient when contending with the vexing questions of design and justice. ...
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Products and technologies reflect injustices in the world such as racism, sexism, and ableism. And all too often, they exacerbate those injustices in overt and insidious ways. How can we understand and address the harms brought forth by design and technology? Where is the nexus of accountability and justice? This field review begins with provisional definitions of design and justice, followed by an overview of scholarship that surfaces how technologies both create and worsen injustices. In response, it offers two necessary conditions for advancing social justice in and through design. The first is making design processes more inclusive through democratic strategies such as participatory and codesign methods. The second, which the review identifies as a major gap in research and practice, is recognizing design as a mode of practical ethical inquiry in ways that enables designers to deal with the inherent ethical uncertainty of design situations. In conclusion, the review outlines educational and institutional barriers to ethical design and offer suggestions for future investigation.
... There are several academic subcategories for games like leisure games, educational games and science games. Many if not most games labelled as science games, or science-based games are educational games on natural sciences designed especially for kids [22,23,24,25,26]. Magnussen (2014) draws to the conclusion that digital science games do indeed offer a bigger multitude of game formats and provides a categorisation of science games through the different goals proposed for the player. ...
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In this article, we explore the concept of quantum games and define quantum games as any type of playable games that are related to or reference quantum physics through any of three proposed aspects. The rise of the quantum computers has made it possible to think about a new wave of computer games, namely quantum computer games, games on quantum computers. But at the same time, there are also various games that are exploring quantum mechanics and related topics through digital, analogue and hybrid means. In this article we go through the emerging body of quantum games, the history of quantum games and the different ways a game may be considered a quantum game. For this we propose three dimensions for analysing and defining the phenomenon of quantum games: the perceivable dimension of quantum games, the dimension of quantum technologies and the dimension of scientific purposes.
... The authors theorise about how interviewees' distinct 'lived body experiences' (Young 2002) interacted with their individual ability to 'segment' or 'integrate' personal and professional lives (Nippert-Eng 1996), leading to different challenges not easily addressed through standardised home office and software solutions. Anupam (2022) takes up Young's claim that oppression is 'structural … Its causes are embedded in unquestioned norms, habits, and symbols, in the assumptions underlying institutional rules and the collective consequences of following those rules ' (1990, 4). His work in speculative design and games helps to illustrate how feminist science is by definition a situated practice (Haraway 1988), where 'strong objectivity' is achieved through 'strong reflexivity' about one's positionality within such socio-political structures (Harding 1992). ...
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p>In this article, we explore the concept of quantum games. We define quantum games as any type of playable games that are related to or reference quantum physics through any of three proposed dimensions: the perceivable dimension of quantum physics, the dimension of quantum technologies, and the dimension of scientific purposes. The rise of quantum computers has made it possible to think about a new wave of computer games, namely, quantum computer games, games on quantum computers. At the same time, there are various games exploring quantum mechanics and related topics through digital, analogue, and hybrid means. In this article we go through the emerging body of quantum games, the history of quantum games, and the different ways a game may be considered a quantum game. We propose that three dimensions of quantum games identified in this article are used for analysing and defining the phenomenon of quantum games. </p
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p>In this article, we explore the concept of quantum games. We define quantum games as any type of playable games that are related to or reference quantum physics through any of three proposed dimensions: the perceivable dimension of quantum physics, the dimension of quantum technologies, and the dimension of scientific purposes. The rise of quantum computers has made it possible to think about a new wave of computer games, namely, quantum computer games, games on quantum computers. At the same time, there are various games exploring quantum mechanics and related topics through digital, analogue, and hybrid means. In this article we go through the emerging body of quantum games, the history of quantum games, and the different ways a game may be considered a quantum game. We propose that three dimensions of quantum games identified in this article are used for analysing and defining the phenomenon of quantum games. </p
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Editorial - Transformative Play Seminar 2022: Education, Meaning Making, and Personal Development