In this study, detailed observations and interviews from a high school student's semester-long cooperative (co-op) placement in a dental practice are used to exemplify Hung's theoretical approach to understanding situated learning. Using Hung's theory of epistemological appropriation in an analysis of the co-op supervisor's regulatory behaviors (scaffolding, modeling, and coaching) and of the novice's corresponding regulatory behaviors (submitting, mirroring, and constructing) helped to explain the developments in this student's learning, actions, and beliefs. In contrast to the progression
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TEAM MEMBERS:
Peter ChinKarin Steiner BellHugh MunbyNancy Hutchinson
The concern with a "digital divide" has been transformed from one defined by technological access to technological prowess--employing technologies for more empowered and generative uses such as learning and innovation. Participation in technological fluency-building activities among high school students in a community heavily involved in the technology industry was investigated in a study of 98 high school seniors enrolled in AP-level calculus. Findings indicated substantial variability in history of fluency-building experiences despite similar levels of access. More and less experienced
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9–12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially
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TEAM MEMBERS:
Sasha BarabMichael ThomasTyler DodgeRobert CarteauxHakan Tuzun
Design-based research is a collection of innovative methodological approaches that involve the building of theoretically-inspired designs to systematically generate and test theory in naturalistic settings. Design-based research is especially powerful with respect to supporting and systematically examining innovation. In part, this is due to the fact that conducting design-based research involves more than examining what is. It also involves designing possibilities and then evolving theories within real-world contexts. In this article we share the historical development of three outcomes of
The Situating Hybrid Assemblies in Public Environments (SHAPE) project within the European Disappearing Computer initiative has explored how emerging ubiquitous technologies can support museum visiting experiences. SHAPE has designed hybrid artifacts that support visitors manipulating phisical and digital material in a visible and interesting manner.
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TEAM MEMBERS:
Liam BannonSteve BenfordJohn BowersChristian Heath
In this paper I focus on the transition from everyday to scientific ways of reasoning, and on the intertwined roles of meaning-making dialogue and science content as they contribute to scientific literacy. I refer to views of science, and how scientific understanding is advanced dialogically, by Hurd (Science Education, 1998, 82, 402-416), Brown (The Journal of Learning Sciences, 1992, 2(2), 141-178), Bruner (Acts of Meaning, Cambridge, MA: Harvard University Press, 1990), Roth (In J. Brophy (Ed.), Social Constructivist Teaching: Affordances and Constraints (Advances in Research on Teaching
Science museum staff face a constructivist dilemma as they design their public spaces: the exhibits should facilitate science learning, yet they also need to support a diverse visiting public in making their own personal choices about where to attend, what to do, and how to interpret their interactions. To be effective as teaching tools, exhibits need to be highly intrinsically motivating at every step of an interaction in order to sustain involvement by an audience who views their visit primarily as a leisure activity. Given these challenges, it is vital to support the design process with a
Free-choice learning and, derivatively, free-choice environmental learning emerges as a powerful vehicle for supporting diversity in learning styles (Falk & Dierking, 2002). In this article, I argue that free-choice environmental learning holds great potential for enabling us to understand what is at stake in environmental learning and thus help us build a sustainable future. I examine the different informal learning contexts for children, home (family and play), museums, zoos, nature parks and wilderness, among many others, and offer an explanation for how learning occurs in these settings
A critical review of the epistemological foundations of free-choice learning (FCL) theory was undertaken to evaluate how this theory treats knowledge, whatever importance we might attach to it. It is argued here that free-choice learning has great promise yet would benefit from theoretical adjustments that modify Vygotsky’s learning theory by using Dewey’s pragmatic epistemological theories. It is suggested that the concept of intramental knowledge in free-choice learning needs to be grounded on Dewey’s pragmatic conceptions of knowledge, in order to valorise the learner’s own knowledge, and
In this article we describe an instance of free-choice learning in the context of an eelgrass mapping and stewardship project (the Project) that covers over 500 kilometers of coastline in British Columbia, Canada, and involves 20 volunteer groups. In this ethnographic case study we sought to (a) explicate the relationship between individual and collective learning in this free-choice setting and (b) understand how a network of Project participants could both constitute a free-choice learning setting and support such a setting. We articulate a dialectic relationship between individual and
The article presents information on International Technology Education Association's document "Standards for Technological Literacy" (STL). This document is generally thought of as a tool for K-12 schooling that identifies what students should know and be able to do in order to achieve technological literacy. However, the standards in STL are moving into another, broader venue, one that will potentially reach youth and adults of all ages. This article describes how the Boston Museum of Science has assumed the leadership in informal education's museum arena to implement STL and advance the
This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding "lessons" directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games and to