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Mad City Mystery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers
- Journal of Science Education and Technology
, 2007
"... While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to ‘‘think like scientists.’ ’ Locati ..."
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Cited by 5 (1 self)
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While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to ‘‘think like scientists.’ ’ Location-based augmented reality games offer an opportunity to create a ‘‘post-progressive’ ’ pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science. We investigate whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students ’ thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning. We argue that such games hold potential for engaging students in meaningful scientific argumentation. Through game play, players are required to develop narrative accounts of scientific phenomena, a process that requires them to develop and argue scientific explanations. We argue that specific game features scaffold this thinking process, creating supports for student thinking non-existent in most inquiry-based learning environments. KEY WORDS: Scientific argumentation; game-based learning; augmented reality.
“Blacks Deserve Bodies Too! ” Design and Discussion about Diversity and Race in a Teen Virtual World
"... In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale teen virtual world called Whyville.net with more than 1.5 million registered players ages 8-16. One unique feature of Whyville is the players ’ ability to customize their avatars wi ..."
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Cited by 3 (3 self)
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In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale teen virtual world called Whyville.net with more than 1.5 million registered players ages 8-16. One unique feature of Whyville is the players ’ ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of available resources for avatar construction and online postings about the role of race in avatar design and social interactions in the community. With the growing interest in player-generated content for online worlds such as Second Life, our discussion will address the role of avatars in teen identity development and self-representation, and the role of virtual entrepreneurs and community activists in increasing the diversity of avatar parts available. Author Keywords Avatars, identity, design, race, participatory culture,
Your second selves: Resources, agency and constraints in avatar design in a tween online world
- The University of Tokyo
, 2007
"... Avatars in online games and worlds are seen as players ’ key representations in interactions with others. It is surprising then that this aspect of game play has not received much attention in research, in particular what concerns playergenerated avatars. In this paper, we investigate the avatar des ..."
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Cited by 1 (1 self)
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Avatars in online games and worlds are seen as players ’ key representations in interactions with others. It is surprising then that this aspect of game play has not received much attention in research, in particular what concerns playergenerated avatars. In this paper, we investigate the avatar design and identity play within a large-scale tween virtual world called Whyville.net with more than 1.5 million registered players ages 8-16. One unique feature of Whyville is the player’s ability to customize one’s avatar with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the expressive resources available for avatar construction, individual tween players ’ choices and rationales in creating their avatars, and online postings about avatar design in the community at large. With the growing interest in playergenerated content for online worlds such as Second Life, our discussion will address the role of avatars in identity play and self-representation as well as the social issues that arise within the game world.
and “Worked Examples ” as One Way Forward
"... on Digital Media and Learning. For more information on the initiative ..."
USING WIKIS TO EXPERIENCE HISTORY BY
"... is an action research study examining the use of technology to encourage critical thinking and digital literacy in a community college history class. The students are responsible for researching course material and teaching the class. They then use a wiki to contribute to and edit an interactive, on ..."
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is an action research study examining the use of technology to encourage critical thinking and digital literacy in a community college history class. The students are responsible for researching course material and teaching the class. They then use a wiki to contribute to and edit an interactive, online textbook that has been created by students over several semesters. The goal is to link more interactive technologies with what the author terms socially democratic education, by empowering students to create knowledge and encouraging them to consider biases in historical writing. Two main research questions are considered, each with related sub-questions. First, what do students experience using an educational wiki and an open classroom? Are the students able to think critically about history? The work of Giroux (1978) is used to discuss the critical thinking that emerged in the class. Second, what are the relationships between the wiki and open classroom, and democratic education? How is that observable? What role does the teacher play? Is this a critical pedagogy? Evidence of socially democratic learning is examined, and Freire (2009) is used to analyze the presence of a critical pedagogy.

