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11.6  Case Study                                                187

            Table 11.2 Comparison of three different cases
                          Thomas et al. (2009)  Klopfer and Squire  Oh (2011)
                                            (2008)
            Problem       Middle school     High school and   Graduate student
                          students were     college students were  collaboration in
                          relatively unengaged  frequent users of  online learning course
                          in meaningful     handheld devices  was super facial and
                          scientific inquiry  such as smart phones,  unproductive
                                            but were not using
                                            them to learn
            Research main  Investigating the  Developing      To optimize
            focus         implementation of a  innovative     collaborative group
                          technology-rich   applications for  work and student
                          educational       mobile computing for  learning in an online
                          innovation in a public  environmental  higher education
                          elementary school in  science education  learning environment
                          the USA
            Research      Observations      Observations      Participant
            methods used  Interviews        Interviews        observations
                          Surveys           Focus groups      Questionnaires
                          Document analyses  Discourse analysis  Interviews
                          Three qualitative case  Case studies  Three sequential case
                          studies                             studies
                                                              Design narratives
            Intervention  Quest Atlantis: a 3D  A series of games that  “E-learning
            developed     multi-player virtual  can be played on  Evaluation” course
                          environment       handheld devices  based on authentic
                                            such as PDA and   tasks for online
                                            smart phones      delivery
            Knowledge     Theory of         Theoretical       Multiple design
            created       transformational play  framework called  principles and
                                            “augmented reality  associated strategies
                                            educational gaming.”  to enhance group
                                                              work in online
                                                              courses
            Implementation  This design research  The design research  An online course
            and spread    initiative has been  study has been  design for a
                          underway for more  underway since 2001,  graduate-level course
                          than a decade.    and started with this  based around
                          As of 2010, Quest  project is now part of  authentic tasks was
                          Atlantis had been  the games, learning,  developed with
                          used by 50,000    and society group at  substantial support
                          students in more than  the University of  for group work,
                          a dozen countries  Wisconsin where  which lasted two
                                            numerous learning  years
                                            games can be found
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