Search results for author:"Sasha A. 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...
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 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...
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 ...
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...
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...
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)
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...
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;...
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...
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)...
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...
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 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...
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...