Design-based research strategies for studying situated learning in a multi-user virtual environment
By C. Dede, Brian C. Nelson, Diane Jass Ketelhut, Jody Clarke, C. Bowman. 2004
308 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Education
View Paper: https://www.semanticscholar.org/paper/334b8d11eeebc6072c0224eb6bdb01414d942400
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
In Developmental and Educational Psychology
- Constance Steinkuehler
- Sean C. Duncan
- D. Student
- Jeremy N. Bailenson
- Diane Jass Ketelhut
- Mary Jo Dondlinger
- N. Yee
In Education
- Constance Steinkuehler
- Sean C. Duncan
- D. Student
- Jeremy N. Bailenson
- Diane Jass Ketelhut
- Mary Jo Dondlinger
- N. Yee
- Juho Hamari
Citations in the corpus
- Scientific Habits of Mind in Virtual Worlds (2008, background): “City (e.g., Ketelhut 2007; Ketelhut et al. 2007; Nelson et al. 2007) and Indiana University-Bloomington’s Quest Atlantis (e.g., Barab et al. 2005; Barab et al. 2007) have begun to tackle the complexities of designing MMOs for science learning, offering proof of concept of the argument presented ab”
- Educational Video Game Design: A Review of the Literature (2007, background): “ Dede, Nelson, Ketelhut, Clarke, and Bowman (2004) outlined both constructivist and situated learning design principles present in effective video games including GST (guided social constructivist design), EMC (expert modeling and coaching) and LPP (legitimate peripheral participation).”
- Learning, Teaching, and Scholarship in a Digital Age (2009, unknown): “…of ideas, uses of different digital communication tools, role-plays, and immersion in virtual worlds, such as Quest Atlantis, Whyville, River City, and World of Warcraft (Barab, Thomas, Dodge, Carteux, & Tuzun, 2005; Kafai, 2008; Ketelhut, Dede, Clarke, Nelson, & Bowman, 2007; Steinkuhler, 2008).”
- The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context (2008, methodology): “Finally, by using virtual technology to bring together large groups of students in the same virtual class (see Dede, Nelson, Ketelhut, Clarke, & Bowman, 2004 , for a plausible short-term design strategy for such an environment), students may collaboratively experience course material in a way not p”
- The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment (2007, methodology): “I measured self-efficacy in doing inquiry science for each student prior to working in River City using the scientific inquiry subscale of the SETS instrument ( Ketelhut, 2004 ).”