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Saucerman, Jenny; Ruis, A. R.; Shaffer, David Williamson – Journal of Learning Analytics, 2017
Learning to solve "complex problems"--problems whose solutions require the application of more than basic facts and skills--is critical to meaningful participation in the economic, social, and cultural life of the digital age. In this paper, we use a theoretical understanding of how professionals use reflection-in-action to solve complex…
Descriptors: Reflection, Problem Solving, Automation, Skill Development
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Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
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Bagley, Elizabeth; Shaffer, David Williamson – Journal of Interactive Learning Research, 2015
This paper examines how learning happened in an interactive studio setting using the theories and methods of educational ethnography. The study begins with a review of the education literature on the acquisition of professional education and identity, particularly epistemic frame theory. Using a case study approach, we examine students' learning…
Descriptors: Urban Planning, Regional Planning, Ethnography, Educational Research
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Shaffer, David Williamson – Innovate: Journal of Online Education, 2005
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
Descriptors: Educational Games, Video Games, Learning Theories, Epistemology
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Beckett, Kelly L.; Shaffer, David Williamson – Journal of Educational Computing Research, 2005
In this article, we present a study focused on developing students' understanding of the ecology through participation in a technology-supported urban planning simulation--specifically, 11 high school students in Madison, Wisconsin acted as urban planners to redesign a local shopping street using a Geographic Information System (GIS) model. This…
Descriptors: Urban Planning, Ecology, High School Students, Information Systems