Choice (ALA)
National Science Foundation
Professor of Digital Media, Department of Curriculum & Instruction, University of Wisconsin–Madison
Associate Professor, Department of Curriculum & Instruction, University of Wisconsin–Madison
Senior Research Scientist / Creative Director; Interim Director, Educational Research Integration Area (2012), Morgridge Institute for Research
Associate Director for Educational Research & Development, Wisconsin Institutes for Discovery (WID)
Assistant Professor, Department of Curriculum & Instruction, University of Wisconsin–Madison
Visiting Research Fellow, Comparative Media Studies, Massachusetts Institute of Technology
Research Manager, Games‑to‑Teach Project, Massachusetts Institute of Technology
Kurt D. Squire is a Professor in the Department of Informatics at the University of California, Irvine (UCI). A pioneer in games-and-learning, he co‑founded and now co‑directs the Games + Learning + Society (GLS) Center, relaunched at UCI in 2021 after its beginnings at the University of Wisconsin–Madison. He earned his Ph.D. in Instructional Systems Technology from Indiana University in 2004 and previously held faculty and research leadership roles at UW–Madison, the Wisconsin Institutes for Discovery/Morgridge Institute for Research, and MIT’s Games‑to‑Teach/Comparative Media Studies initiatives. His work examines how commercial and designed games, augmented/virtual reality, and participatory media can create consequential learning experiences in and out of school. citeturn2view1turn22search2turn6search9turn14search0
A design and conceptual framework for creating location‑aware, handheld augmented reality games that merge virtual overlays with real‑world inquiry. Emphasizes portability, social interactivity, context sensitivity, connectivity, and individuality as core affordances for learning.
A methodological approach advancing theory through iterative design, enactment, analysis, and redesign of learning environments in naturalistic settings. Squire co‑authored a seminal agenda‑setting article clarifying assumptions and aims of DBR.
E‑Learning and Digital Media • Journal
Reflecting on pandemic-era teaching, this article argues that educators should move beyond emergency remote instruction toward participatory, interest-driven, and community-connected learning with technology. Drawing on cases across K–16, Squire describes pragmatic design shifts—student creation, networks of support, and cross‑context experiences—that can make learning more resilient and equitable post‑COVID.
Performance Improvement Quarterly • Journal
Synthesizes interviews and cases from the serious‑games sector to argue that interactive digital media promotes problem solving, identity exploration, and situated practice. Presents design considerations for aligning information, tools, challenge, and aesthetics to create effective e‑learning experiences.
Educational Technology Research and Development • Journal
The paper proposes the augmented reality educational gaming (AREG) approach for handhelds and narrates a rapid‑prototyping design program culminating in Environmental Detectives. Across multiple iterations and school deployments, the authors articulate design principles (e.g., dynamic events, differentiated roles) and authoring‑tool needs to enable teachers and students to build their own local AR scenarios.
Journal of the Learning Sciences • Journal
This design experiment introduces augmented reality (AR) simulation games on mobile devices as a means to engage learners in environmental science. Four case studies show how positioning students as field scientists surfaces beliefs about scientific practice, connects classroom content to lived spaces, and supports sense‑making through narrative structure and contextualized inquiry.
Journal of Science Education and Technology • Journal
Through three classroom cases (~28 students), this study examines a place‑based AR curriculum designed to foster environmental science argumentation. Gameplay required students to collect and interpret data, role‑play, and craft evidence‑based explanations. Findings indicate AR games can scaffold authentic inquiry and support the development of robust scientific arguments.
Educational Researcher • Journal
Argues that video games should be understood as designed experiences that situate problem‑solving, identity, and participation in rich contexts. The article outlines implications for curriculum, assessment, and research—moving beyond decontextualized content delivery toward designing learning environments that leverage systems thinking, narrative, and embodied interaction.
Journal of the Learning Sciences • Journal
Introduces and problematizes design‑based research in the learning sciences, articulating assumptions (e.g., cognition as distributed and context‑bound), methodological commitments, and the dual aim of developing theory alongside designed artifacts. Provides a foundational agenda for DBR as a bridge between research and real‑world educational problems.
Journal of the Learning Sciences • Journal
Highlights and problematizes challenges in carrying out design‑based research (DBR). Situated within the interdisciplinary learning sciences, the paper contrasts DBR with laboratory experimentation and characterizes DBR in terms of designed artifacts and resultant theory. It argues that learning, cognition, knowing, and context are co‑constituted, and that DBR serves as a bridge between theory and practice to generate robust, actionable knowledge about learning.
Anthropology & Education Quarterly • Journal
Introduces critical design ethnography, an ethnographic process that couples participatory design with local transformation while producing a reusable instructional design. Reflecting on the Quest Atlantis project, the authors discuss opportunities and tensions encountered as they built local critiques and reified them into designed artifacts subsequently implemented worldwide.
International Conference of the Learning Sciences (ICLS) • Conference
Case study of Civilization III used in an urban school. Analyses show that engagement involved both appropriation and resistance, learning emerged through cycles of failure and strategy revision, and students developed richer understandings of relationships among history, geography, economics, and politics.
Game Studies • Journal
Situates public and scholarly debates about games within broader cultural reactions to new media. Surveys research and practice relevant to learning with games, and argues for analyses that consider gameplay as socially situated practice with implications for the design of next‑generation educational media.
MIT Press • Book
A practice‑based guide to designing games that achieve social and learning impact. Through case studies ranging from small prototypes to multimillion‑dollar productions, Squire explains how to articulate impact goals, assemble teams, integrate domain experts, leverage analytics, and navigate constraints to create effective, marketable games.
Cambridge University Press • Book
An interdisciplinary reader on videogames and learning that spans game design, game culture, and games as twenty‑first‑century pedagogy. Contributions from leading scholars and designers make the case for using games in formal and informal learning and provide a broad introduction to the field of games and learning.
Teachers College Press • Book
Squire synthesizes a decade of research to propose how commercial and educational games, game cultures, and participatory media can be leveraged for deep learning. The book offers a comprehensive model linking game design, classroom practice, and out‑of‑school participation, with narratives and design cases to guide educators.
Innovate: Journal of Online Education • Journal
Reports on a classroom implementation of commercial strategy games, documenting how gameplay recruited student identities, drove cycles of failure and revision, and supported connections among history, geography, economics, and politics. Provides practical lessons and cautions for integrating games into school culture.
International Journal of Intelligent Games & Simulation / Computers in Entertainment • Journal
Reviews how computer and video games have been treated in education, arguing that their cognitive and motivational potentials have been under‑recognized. Points to interactive stories, authoring tools, and collaborative worlds as opportunities for new educational media and calls for research aligning game mechanics with learning goals.
IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE) • Conference
Describes a participatory, location‑aware simulation in which handheld devices overlay a virtual contamination scenario onto a real watershed. By exploiting mobility, social interactivity, context sensitivity, and connectivity, the platform supports collaborative inquiry, data collection, and just‑in‑time scaffolding for scientific investigation.