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Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment
16 references·12 citing·32 second hop
Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment (2005)Design-based Research Strategies for Deve…Situated Cognition (2021)Situated CognitionIf Design-Based Research is the Answer, What is the Question? A Commentary on Collins, Joseph, and Bielaczyc; diSessa and Cobb; and Fishman, Marx, Blumenthal, Krajcik, and Soloway in the JLS Special Issue on Design-Based Research (2004)If Design-Based Research is t…Smart People or Smart Contexts? Cognition, Ability, and Talent Development in an Age of Situated Approaches to Knowing and Learning (2002)Smart People or Smart Context…Gender, Girls, and Computer Technology: What's the Status Now? (2000)Gender, Girls, and Computer T…The Jasper Project: Lessons in Curriculum, instruction, Assessment, and Professional Development (1997)The Jasper Project: Lessons i…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Understanding Practice: Perspectives on Activity and Context (1996)Understanding Practice: Persp…Situated learning perspectives (1996)Situated learning perspectivesYou Can′t Get There from Here: Situated Learning Transfer, and Map Skills (1995)You Can′t Get There from Here…National Science Education Standards (1995)National Science Education St…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Theories, Traditions, and Situated Learning (1993)Theories, Traditions, and Sit…Instructional design for situated learning (1993)Instructional design for situ…Toward a Design Science of Education (1992)Toward a Design Science of Ed…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Cognition in Practice (1988)Cognition in PracticeUsing Webquests in a Museum-based Multiliteracies Dynamic Learning Intervention: Ubiquitous Learning Made Possible? (2014)Using Webquests in a Museum-b…Effect of Technology-Embedded Scientific Inquiry on Senior Science Student Teachers’ Self-Efficacy (2013)Effect of Technology-Embedded…Assessing Gaming, Computer and Scientific Inquiry Self-Efficacy in a Virtual Environment (2011)Assessing Gaming, Computer an…Global channels of evidence for learning and assessment in complex game environments (2010)Global channels of evidence f…Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments (2010)Collaboration modality, cogni…Neomillennial Learning Styles and River City (2009)Neomillennial Learning Styles…Evaluating and Managing Cognitive Load in Games (2009)Evaluating and Managing Cogni…The Design and Use of Simulation Computer Games in Education (2007)The Design and Use of Simulat…Scientific Inquiry in Educational Multi-user Virtual Environments (2007)Scientific Inquiry in Educati…Managing cognitive load in educational multi-user virtual environments: reflection on design practice (2007)Managing cognitive load in ed…A Multi-user virtual environment for building higher order inquiry skills in science (2006)A Multi-user virtual environm…A design-based research strategy to promote scalability for educational innovations (2006)A design-based research strat…Individual and Social Aspects of Learning (1998)Metaphors We Live By (2003)Models of Innovative Knowledge Communities and Three Metaphors of Learning (2004)Learning identity: the joint emergence of social identification and academic learning (2007)Thought and language (1962)Situated Learning (1991)A threshold model of content knowledge transfer for socioscientific argumentation (2006)Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play (2006)Why Creativity Is Domain General, Why It Looks Domain Specific, and Why the Distinction Does Not Matter. (2006)Mind in Society: The Development of Higher Psychological Processes (1978)Experience and Education (1986)Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design (1999)Patterns of engagement in authentic online learning environments (2003)TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE: A NEW FRAMEWORK FOR TEACHER KNOWLEDGE (2006)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)The situativity of knowing, learning, and research. (1998)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning by Expanding (2014)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Design Research: Theoretical and Methodological Issues (2004)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)What Makes Professional Development Effective? Results From a National Sample of Teachers (2001)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)The National Science Education Standards (2013)Introduction: epistemic communities and international policy coordination (1992)Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations (2000)
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References

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  • 1995National Science Education Standards7,888 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1988Cognition in Practice5,157 cited
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  • 1992Toward a Design Science of Education1,138 cited
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  • 2002Smart People or Smart Contexts? Cognition, Ability, and Talent Development in an Age of Situated Approaches to Knowing and Learning456 cited
  • 1997The Jasper Project: Lessons in Curriculum, instruction, Assessment, and Professional Development403 cited
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  • 2004If Design-Based Research is the Answer, What is the Question? A Commentary on Collins, Joseph, and Bielaczyc; diSessa and Cobb; and Fishman, Marx, Blumenthal, Krajcik, and Soloway in the JLS Special Issue on Design-Based Research149 cited
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  • 2000Gender, Girls, and Computer Technology: What's the Status Now?

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73 cited
  • 1993Theories, Traditions, and Situated Learning59 cited
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    • 2007Managing cognitive load in educational multi-user virtual environments: reflection on design practice93 cited
    • 2006A Multi-user virtual environment for building higher order inquiry skills in science89 cited
    • 2007The Design and Use of Simulation Computer Games in Education68 cited
    • 2009Evaluating and Managing Cognitive Load in Games68 cited
    • 2010Collaboration modality, cognitive load, and science inquiry learning in virtual inquiry environments64 cited
    • 2013Effect of Technology-Embedded Scientific Inquiry on Senior Science Student Teachers’ Self-Efficacy53 cited
    • 2009Neomillennial Learning Styles and River City39 cited
    • 2010Global channels of evidence for learning and assessment in complex game environments34 cited
    • 2011Assessing Gaming, Computer and Scientific Inquiry Self-Efficacy in a Virtual Environment28 cited
    • 2014Using Webquests in a Museum-based Multiliteracies Dynamic Learning Intervention: Ubiquitous Learning Made Possible?2 cited