Background From an Acquisition to a Participation Metaphor The cognitive revolution of the sixtie... more Background From an Acquisition to a Participation Metaphor The cognitive revolution of the sixties fostered a dependence on representational views of mind for explaining cognition (Gardner, 1985; Fodor, 1980; Vera & Simon, 1993).
Design-based research can be thought of as theoretically-inspired innovation, and an underlying c... more Design-based research can be thought of as theoretically-inspired innovation, and an underlying commitment to this work is that through opening up the black box and systematically tweaking the connections, this research can offer insights into why and how a particular intervention works (Barab & Squire, 2004).
A common phenomenon in online discussion groups is the individual who baits and provokes other gr... more A common phenomenon in online discussion groups is the individual who baits and provokes other group members, often with the result of drawing them into fruitless argument and diverting attention from the stated purposes of the group. This study documents a case in which the members of an online community--a feminist web-based discussion forum--are targeted by a" troll" attempting to disrupt their discussion space.
Digital games is an emerging entertainment medium that an increasing number of educators are exam... more Digital games is an emerging entertainment medium that an increasing number of educators are examining as tools for engaging learners. Yet, few models exist for how to use contemporary gaming media in formal learning environments. A commercial historical computer strategy game such as Civilization III is an intriguing artifact to examine in classroom contexts because of its wide appeal, design sophistication, and unique affordances as a world history simulation.
One of the central tenets of inquiry-based, problem-based, project-based, and many of the other h... more One of the central tenets of inquiry-based, problem-based, project-based, and many of the other historical and contemporary curricular paradigms is that of providing meaningful and authentic experiences that provide context for student learning. Meaningful learning requires that students are afforded opportunities to leverage prior knowledge and participate in tasks that are both meaningful to themselves and to the world at large (Novak, 1988).
Abstract: In this study we assessed the growth of university students' conceptual understanding o... more Abstract: In this study we assessed the growth of university students' conceptual understanding of the seasons of the Earth, and eclipses and phases of the Moon upon completing a threedimensional (3-D) modeling-based Introduction to Astronomy course. Interviews prior to the course identified a range of student alternative frameworks regarding the composition and mechanics of the Solar System.
Abstract: The concept of a community of practice (CoP) is prevalent in several venues for teacher... more Abstract: The concept of a community of practice (CoP) is prevalent in several venues for teachers' professional development, especially in online environments. However, there are few descriptive accounts that effectively represent a CoP in a manner that will be of use to other designers.
Currently, numerous educators and policymakers are advocating for a move away from “teacher-cente... more Currently, numerous educators and policymakers are advocating for a move away from “teacher-centered” models of instruction and toward more “learner-centered” and “community-based” models. However, at present the word “community” is at risk of losing its meaning. We have little appreciation and few criteria for distinguishing between a communityof learners and agroupof students learning collaboratively (Barab & Duffy, 2000; Grossman et al., 2000; Wineburg & Grossman, 1998).
Abstract This study describes an example of design-based research in which we make theoretical im... more Abstract This study describes an example of design-based research in which we make theoretical improvements in our understanding, in part based on empirical work, and use these to revise our curriculum and, simultaneously, our evolving theory of the relations between contexts and disciplinary formalisms. Prior to this study, we completed a first cycle of design revisions to a game-based ecological sciences curriculum to make more apparent specific domain concepts associated with targeted learning standards.
This article examines the potential of a learning-as-a-part-of-a-community approach, focusing on ... more This article examines the potential of a learning-as-a-part-of-a-community approach, focusing on the participatory process of learning in a community-based, teacher education program; a Community of Teachers (CoT). CoT is a preparation program for preservice teachers working toward secondary teacher certification in which they join an on-going community and remain a part of that community from 2 to 4 years.
ABSTRACT The Virtual Solar System Course (VSS) described in this paper is one of the first attemp... more ABSTRACT The Virtual Solar System Course (VSS) described in this paper is one of the first attempts to integrate three-dimensional (3-D) computer modeling as a central component of an introductory undergraduate astronomy course. Specifically, this study considered the impact on undergraduate university students' understanding of astronomy concepts as a result of participating in an experimental introductory astronomy course in which the students constructed 3-D models of different astronomical phenomena.
The chapters in this volume explore the theoretical, design, learning, and methodological questio... more The chapters in this volume explore the theoretical, design, learning, and methodological questions with respect to designing for and researching web-based communities to support learning. The authors, coming from diverse academic backgrounds (computer science, information science, instructional systems technology, educational psychology, sociology, and anthropology), are frank in examining what we do and do not know about the processes and practices of designing communities to support learning.
Abstract Four research projects used Second Life™, a 3D virtual-world platform, to investigate as... more Abstract Four research projects used Second Life™, a 3D virtual-world platform, to investigate aspects of technology-enhanced STEM education. These European and USA studies, which differ in their pedagogical-philosophy commitments, theoretical frameworks, methodologies, and target content, critically examine a range of cognitive, affective, technical, and social factors pertaining to the prospects of students' and teachers' successful engagement with immersive microworlds.
Abstract Three design principles are advanced for multi-user educational videogames. First, they ... more Abstract Three design principles are advanced for multi-user educational videogames. First, they should support situative embodiment in academic knowledge, where personally meaningful activities and coherent narratives foster collective engagement. Second, they should offer multiple levels and forms of meaningful assessment and the opportunity to succeed, fail, and try again. Third, they should provide useful feedback that is used to enhance participation, learning, and curricula.
Grounded in our work on designing game-based curriculum, this paper begins with a theoretical art... more Grounded in our work on designing game-based curriculum, this paper begins with a theoretical articulation of transformational play. Students who play transformationally become protagonists who use the knowledge, skills, and concepts of the educational content to first make sense of a situation and then make choices that actually transform the play space and themselves—they are able to see how that space changed because of their own efforts.
Abstract This article examines the qualitative findings from a mixed-methods comparison study of ... more Abstract This article examines the qualitative findings from a mixed-methods comparison study of the use of an online multi-user virtual environment called Anytown which supplemented face-to-face writing instruction in a fourth grade classroom to determine implications for the design of such environments and the reported impact of this design on students and teacher.
The phrase “online community” is widely and some say indiscriminately used in education and comme... more The phrase “online community” is widely and some say indiscriminately used in education and commerce. It seems to imply warmth and personal commitment to spaces and tools that might otherwise be regarded as anonymous and impersonal. There are other recent books on online communities (Smith & Kollock, 1998; Kim, 2000; Preece, 2000; Barab et al., in press). What distinguishes this collection from the others and how useful is it?
In this article we describe the evolving structure of the Inquiry Learning Forum (ILF), a sociote... more In this article we describe the evolving structure of the Inquiry Learning Forum (ILF), a sociotechnical interaction network (STIN) designed to support a Web-based community of in-service and preservice mathematics and science teachers sharing, improving, and creating inquiry-based pedagogical practices. Specifically, we apply activity theory as an analytical lens for characterizing the process of designing and supporting the implementation of this online community. Our findings lend support for three implications.
ABSTRACT In this manuscript, we describe student use of an on-line modeling tool within an enviro... more ABSTRACT In this manuscript, we describe student use of an on-line modeling tool within an environmental science curriculum that enables students to test the effects of various environmental variables on ground-level ozone levels. This study examines student construction of inscriptions within a pre-service science classroom and their subsequent use of related resources to interpret these inscriptions.
Background From an Acquisition to a Participation Metaphor The cognitive revolution of the sixtie... more Background From an Acquisition to a Participation Metaphor The cognitive revolution of the sixties fostered a dependence on representational views of mind for explaining cognition (Gardner, 1985; Fodor, 1980; Vera & Simon, 1993).
Design-based research can be thought of as theoretically-inspired innovation, and an underlying c... more Design-based research can be thought of as theoretically-inspired innovation, and an underlying commitment to this work is that through opening up the black box and systematically tweaking the connections, this research can offer insights into why and how a particular intervention works (Barab & Squire, 2004).
A common phenomenon in online discussion groups is the individual who baits and provokes other gr... more A common phenomenon in online discussion groups is the individual who baits and provokes other group members, often with the result of drawing them into fruitless argument and diverting attention from the stated purposes of the group. This study documents a case in which the members of an online community--a feminist web-based discussion forum--are targeted by a" troll" attempting to disrupt their discussion space.
Digital games is an emerging entertainment medium that an increasing number of educators are exam... more Digital games is an emerging entertainment medium that an increasing number of educators are examining as tools for engaging learners. Yet, few models exist for how to use contemporary gaming media in formal learning environments. A commercial historical computer strategy game such as Civilization III is an intriguing artifact to examine in classroom contexts because of its wide appeal, design sophistication, and unique affordances as a world history simulation.
One of the central tenets of inquiry-based, problem-based, project-based, and many of the other h... more One of the central tenets of inquiry-based, problem-based, project-based, and many of the other historical and contemporary curricular paradigms is that of providing meaningful and authentic experiences that provide context for student learning. Meaningful learning requires that students are afforded opportunities to leverage prior knowledge and participate in tasks that are both meaningful to themselves and to the world at large (Novak, 1988).
Abstract: In this study we assessed the growth of university students' conceptual understanding o... more Abstract: In this study we assessed the growth of university students' conceptual understanding of the seasons of the Earth, and eclipses and phases of the Moon upon completing a threedimensional (3-D) modeling-based Introduction to Astronomy course. Interviews prior to the course identified a range of student alternative frameworks regarding the composition and mechanics of the Solar System.
Abstract: The concept of a community of practice (CoP) is prevalent in several venues for teacher... more Abstract: The concept of a community of practice (CoP) is prevalent in several venues for teachers' professional development, especially in online environments. However, there are few descriptive accounts that effectively represent a CoP in a manner that will be of use to other designers.
Currently, numerous educators and policymakers are advocating for a move away from “teacher-cente... more Currently, numerous educators and policymakers are advocating for a move away from “teacher-centered” models of instruction and toward more “learner-centered” and “community-based” models. However, at present the word “community” is at risk of losing its meaning. We have little appreciation and few criteria for distinguishing between a communityof learners and agroupof students learning collaboratively (Barab & Duffy, 2000; Grossman et al., 2000; Wineburg & Grossman, 1998).
Abstract This study describes an example of design-based research in which we make theoretical im... more Abstract This study describes an example of design-based research in which we make theoretical improvements in our understanding, in part based on empirical work, and use these to revise our curriculum and, simultaneously, our evolving theory of the relations between contexts and disciplinary formalisms. Prior to this study, we completed a first cycle of design revisions to a game-based ecological sciences curriculum to make more apparent specific domain concepts associated with targeted learning standards.
This article examines the potential of a learning-as-a-part-of-a-community approach, focusing on ... more This article examines the potential of a learning-as-a-part-of-a-community approach, focusing on the participatory process of learning in a community-based, teacher education program; a Community of Teachers (CoT). CoT is a preparation program for preservice teachers working toward secondary teacher certification in which they join an on-going community and remain a part of that community from 2 to 4 years.
ABSTRACT The Virtual Solar System Course (VSS) described in this paper is one of the first attemp... more ABSTRACT The Virtual Solar System Course (VSS) described in this paper is one of the first attempts to integrate three-dimensional (3-D) computer modeling as a central component of an introductory undergraduate astronomy course. Specifically, this study considered the impact on undergraduate university students' understanding of astronomy concepts as a result of participating in an experimental introductory astronomy course in which the students constructed 3-D models of different astronomical phenomena.
The chapters in this volume explore the theoretical, design, learning, and methodological questio... more The chapters in this volume explore the theoretical, design, learning, and methodological questions with respect to designing for and researching web-based communities to support learning. The authors, coming from diverse academic backgrounds (computer science, information science, instructional systems technology, educational psychology, sociology, and anthropology), are frank in examining what we do and do not know about the processes and practices of designing communities to support learning.
Abstract Four research projects used Second Life™, a 3D virtual-world platform, to investigate as... more Abstract Four research projects used Second Life™, a 3D virtual-world platform, to investigate aspects of technology-enhanced STEM education. These European and USA studies, which differ in their pedagogical-philosophy commitments, theoretical frameworks, methodologies, and target content, critically examine a range of cognitive, affective, technical, and social factors pertaining to the prospects of students' and teachers' successful engagement with immersive microworlds.
Abstract Three design principles are advanced for multi-user educational videogames. First, they ... more Abstract Three design principles are advanced for multi-user educational videogames. First, they should support situative embodiment in academic knowledge, where personally meaningful activities and coherent narratives foster collective engagement. Second, they should offer multiple levels and forms of meaningful assessment and the opportunity to succeed, fail, and try again. Third, they should provide useful feedback that is used to enhance participation, learning, and curricula.
Grounded in our work on designing game-based curriculum, this paper begins with a theoretical art... more Grounded in our work on designing game-based curriculum, this paper begins with a theoretical articulation of transformational play. Students who play transformationally become protagonists who use the knowledge, skills, and concepts of the educational content to first make sense of a situation and then make choices that actually transform the play space and themselves—they are able to see how that space changed because of their own efforts.
Abstract This article examines the qualitative findings from a mixed-methods comparison study of ... more Abstract This article examines the qualitative findings from a mixed-methods comparison study of the use of an online multi-user virtual environment called Anytown which supplemented face-to-face writing instruction in a fourth grade classroom to determine implications for the design of such environments and the reported impact of this design on students and teacher.
The phrase “online community” is widely and some say indiscriminately used in education and comme... more The phrase “online community” is widely and some say indiscriminately used in education and commerce. It seems to imply warmth and personal commitment to spaces and tools that might otherwise be regarded as anonymous and impersonal. There are other recent books on online communities (Smith & Kollock, 1998; Kim, 2000; Preece, 2000; Barab et al., in press). What distinguishes this collection from the others and how useful is it?
In this article we describe the evolving structure of the Inquiry Learning Forum (ILF), a sociote... more In this article we describe the evolving structure of the Inquiry Learning Forum (ILF), a sociotechnical interaction network (STIN) designed to support a Web-based community of in-service and preservice mathematics and science teachers sharing, improving, and creating inquiry-based pedagogical practices. Specifically, we apply activity theory as an analytical lens for characterizing the process of designing and supporting the implementation of this online community. Our findings lend support for three implications.
ABSTRACT In this manuscript, we describe student use of an on-line modeling tool within an enviro... more ABSTRACT In this manuscript, we describe student use of an on-line modeling tool within an environmental science curriculum that enables students to test the effects of various environmental variables on ground-level ozone levels. This study examines student construction of inscriptions within a pre-service science classroom and their subsequent use of related resources to interpret these inscriptions.
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