EPISODE 37: WORLDBUILDING FOR STEM

Episode 37: Worldbuilding for STEM | 4 August 2026

Stephen and Trent detail the unique opportunities and challenges of worldbuilding in science, technology, engineering, and mathematics (STEM) classrooms. In addition to discussing how world narratives situate both technical and sociocultural knowledge, the duo goes deep on:

  • Integrating rote learning into richly authentic role-play;

  • Applying STEM theories, formulae, and other concepts to “messy” real-world dilemmas;

  • Using a dual alternate-reality role-playing framework to teach life science and other STEM subjects;

  • Nesting learning objectives within STEM storyworlds to improve attention, engagement, and content ownership;

  • Supplementing hands-on laboratory activities with world modeling and simulation;

  • Comparing traditional word problems with more realistic narrative anchors;

  • Inquiry, discovery learning, and social constructivism in science contexts;

  • Data-rich stories and their potential to support a broad spiral curriculum;

  • Connecting technical expertise with complex Governmental, Economic, Social, and Cultural questions;

  • “Quest to Learn” and employing playful pedagogy to empower critical thinking;

  • Benefits and drawbacks of operant conditioning through “gamification”;

  • Generator sets, demonstrating knowledge through action, and creating a “time for telling”;

  • Language acquisition as a case study for balancing “brute force" memorization with narrative immersion;

  • How capitalist pressure to prioritize quantifiable data over qualitative value reinforces a false dichotomy between STEM and the humanities;

  • Leveraging “creative plasticity” to synthesize information and innovate across disciplines; and

  • Integrating STEM data with ethical and human-centric factors to address shared global concerns.

Episode References:

  • Settlage, J., Smetana, L. K., Southerland, S. A., & Lottero-Perdue, P. S. (2017). Teaching science to every child: Using culture as a starting point (3rd ed.). Routledge.

  • Campbell, T., Gray, R., Bai, Y., Chase, S. (2025). The Iterative Design of a Model-Based Inquiry Planning Tool for Preservice Science Teachers. Journal of Science Teacher Education. https://doi.org/10.1080/1046560X.2024.2449289

  • Hall, J., Campbell, T., & Lundgren., L. (2021). Designing Infrastructure as a Strategy for Crafting Coherence Across a Network Improvement Community Focused on the Implementation of the Next Generation Science Standards. Journal of Research in Science Teaching. https://doi.org/10.1002/tea.21688

  • Hardy, I. & Campbell, T. (2020). Developing and supporting the Next Generation Science Standards: The role of policy entrepreneurs. Science Education. 104(3), 479-499.

  • NGSS Lead States. (2013). Next generation science standards: For states, by states. The National Academies Press. https://www.nextgenscience.org/

  • Dewey, J. (1938). Experience and education. Macmillan.

  • Bruner, J. S. (1961). The act of discovery. Harvard Educational Review. 31(1): 21–32.

  • Bruner, J. S. (1986). Actual minds, possible worlds. Harvard University Press.

  • Cognition and Technology Group at Vanderbilt. (1992). The Jasper series as an example of anchored instruction: Theory, program description, and assessment data. Educational Psychologist, 27(3), 291–315.

  • Cognition and Technology Group at Vanderbilt. (1997). The Jasper project: Lessons in curriculum, instruction, assessment, and professional development. Lawrence Erlbaum Associates.

  • Gibbon, S. Y., Jr. (Executive Producer). (1984). The Voyage of the Mimi [TV series]. Bank Street College of Education.

  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.

  • The British Academy. (2020). Qualified for the future: Quantifying demand for arts, humanities and social science skills. ⁠The British Academy.

  • ⁠American Academy of Arts and Sciences. (2021). State of the humanities 2021: Workforce & beyond. ⁠American Academy of Arts and Sciences

  • Schwartz, D. L. & Bransford, J. D. (1998). A time for telling. Cognition and Instruction, 16(4), 475–522. https://doi.org/10.1207/s1532690xci1604_4

  • Gick, M. L. & Holyoak, K. J. (1980). Analogical problem solving. Cognitive Psychology, 12(3), 306–355. https://doi.org/10.1016/0010-0285(80)90013-4

  • Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32–42.

  • Wagner, T. N., Bassett, L., Pascal, J., Burkey, D. D., & Streiner, S. (2023, June). The Power of Playful Learning - Ethical Decision-Making in a Narrative-Driven, Fictional, Choose-Your-Own Adventure. Paper presented at 2023 ASEE Annual Conference & Exposition, Baltimore, MD. 10.18260/1-2--44478

  • Wagner, T. N., Burkey, D. D., Cimino, R. T., Streiner, S., Dahm, K. D., & Pascal, J. (2024, June). Collective vs. Individual Decision-Making in an Engineering Ethics Narrative Game. Paper presented at 2024 ASEE Annual Conference & Exposition, Portland, OR. 10.18260/1-2--48470

  • Moreau, C. (2026, August 3). European privacy regulators eye Meta’s smart glasses. Euractiv.

  • Pero, J. (2026, August 3). Anti-creep features on Meta’s smart glasses may still be easy to sidestep. Gizmodo. https://gizmodo.com/metas-smart-glasses-are-still-creepy-despite-anti-creep-update-2000793943

  • Gilligan, V. (Writer & Director). (2008, January 20). Pilot (Season 1, Episode 1) [TV series episode]. In V. Gilligan & M. Johnson (Executive Producers), Breaking Bad. High Bridge Productions; Sony Pictures Television.

The Worldbuilding Workshop Podcast | Episode 37: Worldbuilding for STEM
Stephen Slota & Trent Hergenrader
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EPISODE 36: RECOMMENDED READING