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186                                           11  Design-Based Research
              The design-based research is based on the analysis of practical problems by
            researchers and practitioners in collaboration. Then, combine with the existing
            design principles and technology innovation to develop the solution, test and refine
            solutions iteratively in practice. Last, reflect the implementation of design principles
            and solutions. Design-based research is not for testing hypotheses, but for refining
            of problems, solutions, methods, and design principles.




            11.6  Case Study

            Different research reports are used here to illustrate the variety of educational
            design-based research conducted within the field of educational technology.
              The first case is conducted by Thomas et al. (2009), with substantial funding
            from the National Science Foundation and other sources. He put his efforts to refine
            a theory of transformational play while at the same time seeking to develop
            advanced forms of interactive learning games. It contains three qualitative studies
            focused on the challenges and successes involved in implementing Quest Atlantis, a
            3D multi-player virtual environment (MUVE), which serves as the primary vehicle
            for instantiating Barab’s transformational play learning theory and for allowing it to
            be refined through iterative design-based research.
              The second case is co-led by an at-the-time early career assistant professor,
            Klopfer and Squire (2008), with start-up funding from Microsoft and other sources.
            It is a multi-year project to enhance student learning related to environmental
            science through the development and refinement of learning games that are
            accessed with handheld devices such as PDAs and smart phones. In addition to
            developing an array of learning games, the project has sought to develop and refine
            a theoretical framework called “augmented reality educational gaming” that can be
            applied by other game designers. Meanwhile, it focuses on iterative design cycles
            based on five case studies conducted in real high school classrooms.
              The third case is carried out by Oh (2011), working with one other doctoral
            student and a practitioner with no funding beyond a graduate teaching assis-
            tantship. It pursued two primary goals: (1) optimizing collaborative group work in
            an online graduate-level course focused on “E-Learning Evaluation,” and (2) de-
            veloping a refined model of group work in online courses and identifying design
            principles for supporting online collaborative group work among adult learners. Oh
            use mixed methods to apply across several semester-length iterations of an online
            course to yield multiple distinct design principles for supporting group work by
            adults.
              For each case, the problem addressed, the primary focus of the research, the
            intervention that was developed, the theoretical contributions, the methods used,
            and the scope of the intervention involved as well as its practical contribution are
            summarized in Table 11.2.
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