Search results for author:"Eric Klopfer"
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Society for Information Technology & Teacher Education International Conference 2000 (2000) pp. 1906–1911
The call for "using simulations and models" is nearly ubiquitous across modern science and mathematics standards and frameworks (National Council of Teachers of Mathematics, 1998; National Committee on Science Education Standards and Assessment,...
Environmental Detectives--The Development of an Augmented Reality Platform for Environmental Simulations
Educational Technology Research and Development Vol. 56, No. 2 (April 2008) pp. 203–228
The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This ...
Computers in the Schools Vol. 31, No. 1 (2014) pp. 43–64
The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling...
Teachers College Record Vol. 112, No. 10 (2010) pp. 2664–2702
Background: The educational knowledge domain may be understood as a system composed of multiple, co-evolving networks that reflect the form and content of a cultural field. This paper describes the educational knowledge domain as having a community...
TechTrends: Linking Research and Practice to Improve Learning Vol. 49, No. 3 (2005) pp. 33–41
Constructively promoting the educational development of today's young tech savvy students and fostering the productive technological facility of tomorrow's youth requires harnessing new technological tools creatively. The MIT Teacher Education...
New Directions for Youth Development Vol. 128 (2010) pp. 85–94
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and...
Journal of the Learning Sciences Vol. 16, No. 3 (2007) pp. 371–413
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical...
Feedback (F) Fueling Adaptation (A) Network Growth (N) and Self-Organization (S): A Complex Systems Design and Evaluation Approach to Professional Development
Journal of Science Education and Technology Vol. 15, No. 5 (December 2006) pp. 353–366
This paper reports on the efficacy of a professional development framework premised on four complex systems design principles: Feedback, Adaptation, Network Growth and Self-organization (FANS). The framework is applied to the design and delivery of...
Journal of Science Education and Technology Vol. 16, No. 1 (February 2007) pp. 31–45
The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the ...
A Framework for Structuring Learning Assessment in a Massively Multiplayer Online Educational Game: Experiment Centered Design
International Journal of Game-Based Learning Vol. 4, No. 1 (January 2014) pp. 37–59
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be...
Using Palm Technology in Participatory Simulations of Complex Systems: A New Take on Ubiquitous and Accessible Mobile Computing
Journal of Science Education and Technology Vol. 14, No. 3 (September 2005) pp. 285–297
This paper reports on teachers' perceptions of the educational affordances of a handheld application called Participatory Simulations. It presents evidence from five cases representing each of the populations who work with these computational tools. ...
Journal of Computer Assisted Learning Vol. 20, No. 5 (October 2004) pp. 347–359
Recent educational computer-based technologies have offered promising lines of research that promote social constructivist learning goals, develop skills required to operate in a knowledge-based economy (Roschelle et al. 2000), and enable more...
Journal of Computers in Mathematics and Science Teaching Vol. 24, No. 2 (April 2005) pp. 157–178
In the this paper, we report on a program of study called Adventures in Modeling that challenges the traditional scientific method approach in science classrooms using StarLogo modeling software. Drawing upon previous successful efforts with older...
Developmental Psychology Vol. 44, No. 2 (March 2008) pp. 355–364
Peer interactions among children have long interested social scientists. Identifying causal peer effects is difficult, and a number of studies have used random assignment to produce evidence that peers affect each other's outcomes. This focus by...
Computers & Education Vol. 111, No. 1 (August 2017) pp. 60–73
The purpose of this study is to explore some of the ways in which gameplay data can be analyzed to yield results that feed back into the learning ecosystem. There is a solid research base showing the positive impact that games can have on learning,...
Cell Biology Education Vol. 4, No. 3 (2005) pp. 235–248
Diffusion and osmosis are central concepts in biology, both at the cellular and organ levels. They are presented several times throughout most introductory biology textbooks (e.g., Freeman, 2002), yet both processes are often difficult for students...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1882–1884
Augmented reality (AR) interfaces enable “ubiquitous computing” models. Students carrying mobile wireless devices through real world contexts engage with virtual information superimposed on physical landscapes (such as a tree describing its...
E-Learning Vol. 6, No. 1 (2009) pp. 71–96
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and...
Using an Adaptive Expertise Lens to Understand the Quality of Teachers' Classroom Implementation of Computer-Supported Complex Systems Curricula in High School Science
Research in Science & Technological Education Vol. 33, No. 2 (2015) pp. 237–251
Background: This exploratory study is part of a larger-scale research project aimed at building theoretical and practical knowledge of complex systems in students and teachers with the goal of improving high school biology learning through...