Using Science and Design Experiments to Understand
Innovative Uses of Technology in Classrooms
Paper presented at the Annual Meeting of the
American Education Researcher Association (AERA)
San Diego, April 13-18, 1998
Division C, Section 7: Symposium 33.01
Symposium Papers
Science Theater/Teatro de Ciencias: Children Creating Computer Models in
Elementary School Science
Heidi Carlone, Carlos Garcia, and Clayton Lewis, University of Colorado,
Boulder
The KIE Software and Curriculum: Relating Debate Activities and Conceptual
Change through Design Experiments
Philip Bell, University of California, Berkeley [pdf,
651K]
BGuILE: Iterative Design of a Technology-Supported Biological Inquiry
Curriculum
William A. Sandoval, Iris Tabak, Brian K. Smith, Franci Steinmuller,
and Brian J. Reiser [pdf,
99K]
The Multimedia Forum Kiosk: Using Design Experiments to Understand
Electronic Scientific Discussions
Sherry Hsi, University of California, Berkeley [pdf,
147K]
Chair: Sherry Hsi, UC Berkeley
Discussant: Andrea diSessa, UC, Berkeley
Overview & Motivation
Understanding how technology can best support student learning in diverse
classroom settings remains a crucial line of educational research. For
decades, computer technology has been developing at a rapid pace and this
pattern of development is unlikely to change in the future. Also, research
on institutional aspects of educational reform, cognitive aspects of student
learning, and the design of technology-enhanced instruction have historically
occurred as separate endeavors. At best, the level of exchange among these
research communities is trading monographs, methodologies, or isolated
pieces of technology. A principal difficulty with bridging these communities
lies in the different criteria for what constitutes educational success
using learning technologies. The questions and methods one community considers
valid may be considered tangential, inappropriate, or inconsequential by
another community. What is an alternative model for conducting education
research that addresses the complex nature of learning in classrooms, extends
fundamental research in cognition, fosters a broad systemic understanding
to transform a variety of environments, as well as provides valid examples
of successful educational reforms?
In the last decade, a new paradigm of educational research and innovation,
marked by partnership and creative methodologies, has emerged. This synthetic
program combines some of the traditional characteristics of pure research
with some from innovation and reform. Three key components of this research
agenda are a focus on design experiments, science, and partnerships.
(See the proceedings from the Conference on Establishing a Research Base
for Science Education [Linn, 1987].) The idea of "design experiments",
coined by Allan Collins (1992), describes a "design sciences" or educational
research experiment carried out in a complex learning context which explores
how a technological innovation affects student learning and educational
practice (see also Brown, 1992; diSessa, 1991). The "science" component
emphasizes the goal of approaching design experiments using scientific
processes and fundamental approaches to performing research. The goal of
design experiments is to engineer innovative learning environments and
simultaneously understand salient aspects of human cognition and learning
involved with those innovations. We emphasize design experiments as a crucial
research approach within the broader context of design partnerships involving
teachers, educational researchers, technologists, and scientists.
Design experiments:
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address learning programs involving important subject matter,
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are usually mediated by innovative technology,
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are embedded in everyday social contexts which are often classrooms,
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can serve as models for broader reform, and
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contribute simultaneously to fundamental scientific understanding of learning
and education.
In this session, we will explore important issues of design experiments
involving methodological techniques for understanding innovations in these
settings, communication processes for fostering synthesis across experiments
and communication across research projects, as well as aspects of the design
and research process itself. The session will attempt to synthesize the
perspectives of four educational technology projects and illustrate the
principles and characteristics of design experiments, such as equity, approaches
to fundamental research of this variety, and innovation in technology and
learning assessment.
Session Format
The session is planned as a Symposium (1.5 hours total) involving:
(5 minutes) The chair will introduce the concept of design experiments
and research agenda.
(60 minutes) Each of the presenters will give a 15 minute presentation
on their work. Each presenter will focus on how their research contributes
to design experiments approach.
(15 min) The discussant will critique the ideas presented, identify
common themes and methodologies for design, provide a summary of an emerging
research agenda, and identify next steps.
(10 min) The chair will facilitate discussion and questions from
audience.
Other Links to Design Experiments
NSF Graduate Traineeship
in Science & Design
National Design Experiments
Consortium