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Creating Disruptive Innovators: Serious Educational Game Design on the Technology and Engineering Spectrum

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Connecting Science and Engineering Education Practices in Meaningful Ways

Part of the book series: Contemporary Trends and Issues in Science Education ((CTISE,volume 44))

Abstract

This chapter describes a history of design thinking and how design can play into the Next Generation Science Standards from a practical perspective. We discuss participatory learning and design in disruptive classrooms. Technology-engineering is not simply an applied science since often technologists and engineers develop innovations in which the underlying science is not understood (e.g. the keystone in arches was used before forces as vectors were understood), technological design is uniquely different from inquiry, the design-production cycle entails much more than just the science of the idea, and technological/engineering literacy involves fundamental literacy and understanding technological/engineering principles. We conclude with a practical example and model of Serious Educational Game design that has evolved and modified over 10 years.

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Correspondence to David Nelson .

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Nelson, D., Annetta, L.A. (2016). Creating Disruptive Innovators: Serious Educational Game Design on the Technology and Engineering Spectrum. In: Annetta, L., Minogue, J. (eds) Connecting Science and Engineering Education Practices in Meaningful Ways. Contemporary Trends and Issues in Science Education, vol 44. Springer, Cham. https://doi.org/10.1007/978-3-319-16399-4_1

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  • DOI: https://doi.org/10.1007/978-3-319-16399-4_1

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-16398-7

  • Online ISBN: 978-3-319-16399-4

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