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journal :: Roschelle, J. M., Pea, R. D., Hoadley, C. M., Gordin, D. N., & Means, B. M. (2000). Changing How and What Children Learn in School with Computer-Based Technologies. The Future of Children, 10(2), 76-101.

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, and that it is especially useful in developing the higher-order skills of critical thinking, analysis, and scientific in...

Tags: school, technology, children, learning, classroom, group, feedback, STEM
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book :: C. M. Hoadley & R. D. Pea (Eds.). (2002). Finding the ties that bind: Tools in support of a knowledge-building community.. NY: Cambridge University Press.

Traditionally, collaborative technologies are intended to directly support joint, collaborative activity, taking their cues from communication and media. Here, empirical findings are presented about the types of information needs associated with the formation of a knowledge-building community among professional learning technology researchers. ...

Tags: collaborative technology, communities of practice, networking
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journal :: Hoadley, C. M. (2005). Design-based research methods and theory building. Educational Technology, 45(1), 42-47.

Design-based research methods are an emerging research paradigm that blends empirical research with design and implementation. This article discusses how a design-based research trajectory can help not only suggest and refine theories, but also permit their falsification. In a series of design-based research studies on an online discussion tool...

Descriptors: Adults (19-54), Research, Cyber-learning , Educational game, Informal Learning, Internet
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conference :: Hoadley, C. (2005). To learn is to know: Teaching, communities, social capital, and knowledge management technologies. Proceedings of Human-Computer Interaction International: 10. Mahwah, NJ: Lawrence Erlbaum Associates.
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journal :: Hoadley, C. M. (2005). Using Technology to Transform Communities of Practice into Knowledge-Building Communities. SIGGROUP Bulletin, 25(1), 31-40.

Knowledge and learning exist as byproducts of social processes such as those that take place in communities of practice. We describe two frameworks for understanding and building online knowledge-building communities, or online communities of practice that enhance collective knowledge. First, the C4P framework is described as a way of understand...

Tags: communities of practice, framework, C4P, framework, online communities
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book :: Lee, J. J., Heller, D. B., & Hoadley, C. (2006). Gender, gaming, and IT careers. In E. M. Trauth (Ed.), Encyclopedia of Gender And Information Technology (pp. 687-692). Hershey, PA: Idea Group, Inc..

The Encyclopedia of Gender and Information Technology is the only reference work that provides an all-encompassing perspective on the way gender and information technology impact each other. Hundreds of leading international experts have compiled their research about the role of gender in human interaction with IT and the IT profession. Special ...
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book :: Lee, J. J. & Hoadley, C. (2006). "Ugly in a World Where You Can Choose to be Beautiful": Teaching and Learning About Diversity via Virtual Worlds. In S. Barab, K. E. Hay, & D. T. Hickey (Eds.), International Conference of the Learning Sciences (pp. 383-389). Bloomington, IN: International Society of the Learning Sciences.

In this paper, we discuss an approach to providing students with first-hand learning experiences that help them understand cultural differences and aspects of diversity. As part of a five-week course, fourteen high school students participated in activities within massively multiplayer online games (MMOGs) as learning environments to explore ...

Descriptors: Youth (13-18), Research, Cyber-learning , Technology/software product, Educational game, Technology, Internet, School
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journal :: Penuel, W. R., Sussex, W., Korbak, C., & Hoadley, C. (2006). Investigating the Potential of Using Social Network Analysis in Educational Evaluation. Americal Journal of Evaluation, 27(4), 437-451.

This article describes results of a study investigating the potential of using social network analysis to evaluate programs that aim at improving schools by fostering greater collaboration between teachers. The goal of this method is to use data about teacher collaboration within schools to map the distribution of expertise and resources needed ...
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conference :: Lee, J. J. & Hoadley, C. (2006). Online Identity as a Leverage Point for Learning in Massively Multiplayer Online Role Playing Games (MMORPGs). Proceedings of the Sixth IEEE International Conference on Advanced Learning Technologies. Kerkrade, The Netherlands: IEEE Press.

Several researchers have argued for the use of games in the classroom because they are engaging and provide many valuable learning opportunities. In many cases, however, edutainment has failed. This paper argues that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learn...

Descriptors: Youth (13-18), Adults (19-54), Research, Cyber-learning , Technology/software product, Educational game, Technology, Informal Learning, Internet, School
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journal :: Lee, J. J. & Hoadley, C. (2007). Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs). Innovate, 3(6).

In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. This oversight has resulted in the failure of many attempts at edutainment, in spite of the acknowledged potential of video games to engage stude...

Descriptors: Children (6-12), Research, Cyber-learning , Technology/software product, Educational game, Informal Learning, Internet, School
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