ReGAME

Research-
Enabling
Game-Based
Education

What is ReGAME?

ReGAME uses games to relate research challenges to core curriculum - to cultivate a love of learning and curiosity for how the world works. Utilizing gamification and ‘extreme’ citizen science we aim to revolutionize 21st-century education by nurturing students creativity and intuition.

ReGAME consists of learning trajectories that can be integrated into a structured school curriculum, but also be followed by citizens on the basis of personal interest. Extreme citizen science allows the general public to contribute to many steps of the research cycle, and even co-create gameplay, instead of simply producing data for researchers to analyze. The full democratic potential of citizen science will only be unleashed by incorporating these principles.

Regame

ReGAME aims to motivate both academically challenged students - by providing perspective and a less formalistic introduction to the topics - and more talented students - by offering the option to progress onwards, independent of their current educational level. ReGAME explores potentially undiscovered talent by nurturing the intuitively gifted instead of just the analytically gifted. ReGAME aims to fundamentally change the mentality of students, and thereby producing self-confident students who think like a scientist.

ReGAME Criteria

Research-Enabling - Collecting data from gameplay that contributes to a real-world research problem.
Game-Based - Engaging students based on the understanding of how their gameplay contributes to a specific research problem.
Education - Teaching students about the nature of the specific scientific problem in the context of their core curriculum.

Used in combination, these pillars will teach students about the nature and process of conducting scientific research (research as a domain).

Extreme Citizen Science

Extreme citizen science allows the general public to contribute to many steps of the research cycle, and even co-create game play, instead of simply producing data for researchers to analyze. The full democratic potential of citizen science will only be unleashed by incorporating these principles.
ReGAME trajectories will bridge extreme citizen science and core curriculum to enhance 21st century learning.

ReGAME and Inquiry Based Science Education

We believe that the combination of ReGAME and inquiry based science education will be key to successful learning in the 21st century. In the classroom, traditional inquiry-based science education is a bit like a discovery role-playing game; students explore a concept by pretending the answers are unknown. ReGAME allows players to explore problems that truly do not have answers yet. ReGAME will be a small part of the curriculum, catalyzing engagement to increase efficiency of overall learning.

     

Phase 1: ReGAME Cup, 2018

In December 2018, ScienceAtHome will host a national research contest in Denmark for students from high school and upper secondary schools. The competition will feature citizen science games on quantum physics, turbulence, social science and statistical thinking.

More about the ReGAME Cup 2018.

Phase 2: Cultural and Curricular Adaptations, 2019

ScienceAtHome is a founding member of, Think Like a Scientist (TLS), an initiative with member institutions all over the world. During Phase 2 of ReGAME, we will work on translations and cultural adaptations of the learning trajectories in order to best fit the needs of our global partners. We will work closely with the educational teams of our partners (nationally and internationally) to ensure the learning trajectories fit with their respective curriculum.

Phase 3: Taking ReGAME global! 2020+

In 2020 we will take ReGAME global by working collaboratively with our TLS partners. We are always looking to expand our TLS network, so if your organization would like to participate please let us know.

Current Partners

TLS/USA includes 7 major Universities, AIP, APS, AAAS, Exploratorium +
Advisory committee including 3 Nobel Laureates, President AAAS + NAS
Leadership Team: Smithsonian Science Education Center, University of Illinois, University of Pennsylvania, The Hong Kong Academy for Gifted Education, and ScienceAtHome

Supporters

ReGAME
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