Search results for author:"Sasha Barab"
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Journal of Educational Computing Research Vol. 15, No. 3 (1996) pp. 185–205
Pathfinder is a graphic theoretic technique used to analyze proximity data. This study evaluates its validity: (1) for representing and comparing individuals' navigation through a computer-based hypermedia environment; and (2) for generating an...
Perception of the raison d'etre of content information: The purpose and mechanisms of anchored instruction
(1997) pp. 1–110
This study supports the contention that video anchors can encourage students to adopt certain contrived goals over their more naturalistic goals. Well designed goals are those that increase the probability that students will detect the raison d'etre ...
TechTrends: Linking Research and Practice to Improve Learning Vol. 46, No. 3 (2002) pp. 44–49
Discussion of educational reform in secondary school classrooms focuses on the need for more effective models for professional development. Describes the Inquiry Learning Forum (ILF), an Internet-based professional development environment designed...
Journal of the Learning Sciences Vol. 10, No. 1 (2001) pp. 5–15
Introduces a special issue of the Journal of the Learning Sciences on methodology in learning sciences. Focuses on how one begins to account for learning and the potential of a learning context to support learning. (Author/MM)
Journal of Interactive Learning Research Vol. 22, No. 1 (2011) pp. 111–138
In this study, we explored a new experimental methodology for investigating children’s (ages 10 to 14) stances with respect to the ethics of online identity play. We used a scenario about peer identity misrepresentation embedded in a 3D virtual game ...
Journal of the Learning Sciences Vol. 11, No. 4 (2002) pp. 489–542
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...
Using Activity Theory to Conceptualize Online Community and Using Online Community to Conceptualize Activity Theory
Mind, Culture, and Activity Vol. 11, No. 1 (2004) pp. 25–47
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,...
Constructivism in Practice: A Comparison and Contrast of Apprenticeship and Constructionist Learning Environments
Journal of the Learning Sciences Vol. 10, No. 3 (2001) pp. 281–322
Compares and contrasts two summer camps, Future Camp 97 based on assumptions consistent with constructionism, and Scientists Apprentice Camp 97 which is consistent with legitimate peripheral participation. Explores the nuances of learning...
Educational Technology & Society Vol. 8, No. 4 (2005) pp. 161–177
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 ...
Research in Science Education Vol. 37, No. 4 (October 2007) pp. 371–391
The question of what students gain by engaging in socioscientific inquiry is addressed in two ways. First, relevant literature is surveyed to build the case that socioscientific issues (SSI) can serve as useful contexts for teaching and learning...
Educational Researcher Vol. 39, No. 7 (October 2010) pp. 525–536
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex...
The STAR Project: Enhancing Adolescents' Social Understanding through Video-based, Multimedia Scenarios
Journal of Special Education Technology Vol. 15, No. 2 (2000) pp. 13–26
This article describes a computer game that supports the development of learners' social problem-solving skills. In a controlled three-group design, the group using the prototype game performed significantly better than an attention-placebo control...
Design and Implementation of an On-line Professional Development Community: A Project-Based Learning Approach in a Graduate Seminar
Electronic Journal of Science Education Vol. 5, No. 3 (2001)
Reports on the design and implementation of a project-based learning environment for a graduate seminar that immersed students in a real-world context. This seminar experience was organized around the design and creation of a real-world "tangible...
The Virtual Solar System Project: Developing Conceptual Understanding of Astronomical Concepts through Building Three-Dimensional Computational Models
Journal of Science Education and Technology Vol. 11, No. 3 (2002) pp. 261–75
Describes the Virtual Solar System (VSS) course which is one of the first attempts to integrate three-dimensional (3-D) computer modeling as a central component of introductory undergraduate education. Assesses changes in student understanding of...
Developing Critical Implementations of Technology-Rich Innovations: A Cross-Case Study of the Implementation of Quest Atlantis
Journal of Educational Computing Research Vol. 41, No. 2 (2009) pp. 125–153
This study examined the tensions surrounding the implementation of a technology-rich educational innovation called Quest Atlantis (QA) in a local public elementary school. Three qualitative case studies of three classrooms implementing the...
Cognition and Instruction Vol. 19, No. 1 (2001) pp. 47–94
Explored learning and instruction within a technology-rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through student and teacher practices. Found that becoming knowledgeably...
Educational Technology Research and Development Vol. 55, No. 6 (December 2007) pp. 597–625
This article describes the development and evaluation of STARstreams, a pilot effort to utilize videos and online discussions in a conflict resolution curriculum that acknowledges the inherent socio-personal aspects of conflict. The STARstreams...
Computers in the Schools Vol. 17, No. 3 (2001) pp. 107–25
Reports on the creation of a community of practice for teachers' professional development via the World Wide Web. Highlights include theoretical foundations; current online models of professional development; and the Internet Learning Forum, a Web...
TechTrends: Linking Research and Practice to Improve Learning Vol. 43, No. 2 (1998) pp. 15–23
Educators are adopting learner-centered instruction in which students, facilitated by technology, collaborate with peers and engage in problem solving and inquiry. This article discusses ways to use technology in authentic learner inquiry as an...
Journal of the Learning Sciences Vol. 10, No. 1 (2001) pp. 63–112
Advances a methodology for capturing and tracing the emergence, evolution, and diffusion of a practice, conceptual understanding, resource, or student-constructed artifact. Presents the Constructing Networks of Action-Relevant Episodes (CN-ARE)...
Educational Technology Research and Development Vol. 45, No. 3 (1997) pp. 23–41
Describes a study that explored the use of log files to investigate the process of hypermedia navigation at the University of Connecticut's information kiosk. Highlights include the use of cluster analysis; four different types of navigational...
Journal of College Science Teaching Vol. 30, No. 5 (2001) pp. 300–4
Describes an introductory astronomy course designed for non-science majors. Uses the project-based learning approach and requires students to construct 3-D models for three astronomical phenomena. (YDS)
Educational Technology Research and Development Vol. 53, No. 1 (2005) pp. 86–107
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 ...
The Effects of Navigational and Generative Activities in Hypertext Learning on Problem Solving and Comprehension
International Journal of Instructional Media Vol. 26, No. 3 (1999) pp. 283–309
Describes three experiments that examined college students' self-determination, problem-solving, and reading comprehension when using a linear, navigational, or generative computerized system to solve a problem or to prepare for a reading...
A MUVE towards PBL Writing: Effects of a Digital Learning Environment Designed to Improve Elementary Student Writing
Journal of Research on Technology in Education Vol. 41, No. 1 (2008) pp. 113–140
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured...
International Journal of Computer-Supported Collaborative Learning Vol. 5, No. 4 (December 2010) pp. 415–432
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as...
The Effect of Social Context on the Reflective Practice of Preservice Science Teachers: Incorporating a Web-Supported Community of Teachers
Journal of Technology and Teacher Education Vol. 14, No. 3 (July 2006) pp. 543–579
This study examines the use of electronic networking technologies in the context of a secondary science methods course and an accompanying student teaching experience. Specifically, we examined the effects of social context on the student teaching...
Topics: Information Sciences, Inclusive Education, Science Education, Communication, computer mediated communication, teacher education, Integration, Learning Communities, Technology integration, Preservice Teachers, Educational Technology, information technology, Pedagogy, Science, Preservice Teacher Education, Professional Development
Educational Game as Supplemental Learning Tool: Benefits, Challenges, and Tensions Arising from Use in an Elementary School Classroom
Journal of Interactive Learning Research Vol. 20, No. 4 (October 2009) pp. 487–505
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...
Society for Information Technology & Teacher Education International Conference 2000 (2000) pp. 2208–2213
This paper reports an effort to create opportunities for teachers' professional development using the web and video technology. In view of the lack of critical reflective discussion among teachers in current teacher professional development...
Educational Technology Research and Development Vol. 48, No. 2 (2000) pp. 37–62
Describes a co-evolutionary model for supporting the emergence of authenticity through a partnership between preservice teachers and practicing teachers who collaborated in real-world tasks. Discusses authenticity and participatory learning;...
Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context
Computers & Education Vol. 58, No. 1 (January 2012) pp. 518–533
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...
A Look inside a MUVE Design Process: Blending Instructional Design and Game Principles to Target Writing Skills
Journal of Educational Computing Research Vol. 40, No. 3 (2009) pp. 295–321
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these...
Journal of Science Education and Technology Vol. 16, No. 1 (February 2007) pp. 59–82
In this paper we describe our research using a multi-user virtual environment, "Quest Atlantis," to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we...
Journal of Interactive Learning Research Vol. 19, No. 2 (April 2008) pp. 225–249
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally...
Science Education Vol. 87, No. 4 (2003) pp. 468–89
Examines four teachers implementing a project-based curriculum (Air Quality module) on a web-based platform (ActiveInk Network) in four very different settings. Discusses each case across two themes by examining how the project-level question was...
Designing and Building an On-line Community: The Struggle To Support Sociability in the Inquiry Learning Forum
Educational Technology Research and Development Vol. 49, No. 4 (2001) pp. 71–96
Describes the sociotechnical structures of the Inquiry Learning Forum (ILF), a Web-based professional development tool designed to support a community of inservice and preservice mathematics and science teachers creating, sharing, and improving...
Journal of the Learning Sciences Vol. 16, No. 2 (2007) pp. 263–305
Although the work of learning scientists and instructional designers has brought about countless curricula, designs, and theoretical claims, the community has been less active in communicating the explicit and implicit critical social agendas that...
Sasha A. Barab; Brianna Scott; Sinem Siyahhan; Robert Goldstone; Adam Ingram-Goble; Steven J. Zuiker; Scott Warren
Journal of Science Education and Technology Vol. 18, No. 4 (August 2009) pp. 305–320
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four...
Virtual Solar System Project: Learning through a Technology-Rich, Inquiry-Based, Participatory Learning Environment
Sasha A. Barab; Kenneth E. Hay; Kurt Squire; Michael Barnett; Rae Schmidt; Kristen Karrigan; Lisa Yamagata-Lynch; Christine Johnson
Journal of Science Education and Technology Vol. 9, No. 1 (2000) pp. 7–25
Describes an introductory undergraduate astronomy course in which the large-lecture format was moved to one in which students were immersed in a technologically-rich, inquiry-based, participatory learning environment. Finds that virtual reality can...