2011
DOI: 10.1111/j.1365-2729.2011.00410.x
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Using Cultural-Historical Activity Theory to design and evaluate an educational game in science education

Abstract: The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could be used for designing computer tools for learning science. Although CHAT and specifically the concepts of 'activity system' and 'contradictions' were used as the basi… Show more

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Cited by 19 publications
(10 citation statements)
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“…According to previous research, activity theory has been widely used as a design framework to specify the computer‐supported collaborative learning activities (Collis & Margaryan, ; Zurita & Nussbaum, ). It has also been widely applied in the fields of human–computer interactions (Carvalho et al , ; Lazarou, ), mobile learning (Rambe, ; Uden, ), mathematics education (Jaworski & Potari, ), argumentation in science education (Lazarou, Sutherland, & Erduran, ), technology‐integrated educational innovation (Anthony, ; Benson, Lawler, & Whitworth, ) and so forth. These studies adopted activity theory as a design or analytical framework, involving fields ranging from macro‐level technology‐enhanced educational innovations (Anthony, ) to micro‐level classroom interactions (Rambe, ) or argumentation in class (Lazarou, Sutherland, & Erduran, ).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…According to previous research, activity theory has been widely used as a design framework to specify the computer‐supported collaborative learning activities (Collis & Margaryan, ; Zurita & Nussbaum, ). It has also been widely applied in the fields of human–computer interactions (Carvalho et al , ; Lazarou, ), mobile learning (Rambe, ; Uden, ), mathematics education (Jaworski & Potari, ), argumentation in science education (Lazarou, Sutherland, & Erduran, ), technology‐integrated educational innovation (Anthony, ; Benson, Lawler, & Whitworth, ) and so forth. These studies adopted activity theory as a design or analytical framework, involving fields ranging from macro‐level technology‐enhanced educational innovations (Anthony, ) to micro‐level classroom interactions (Rambe, ) or argumentation in class (Lazarou, Sutherland, & Erduran, ).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Unfortunately, some games contain violence which could affect children's behavior [26]. Lazarou [27] suggested the following steps in developing educational game: 1) identification of relevan activity system, 2) identification of motives, needs and expectations, 3) determination of game elements, and 4) development of the game.…”
Section: Discussionmentioning
confidence: 99%
“…Desta forma o analista pode entender a linha de raciocínio que é seguida pelo usuário em um caso de aprendizagem convencional. Já na metodologia de [Lazarou 2011], o Think-Aloud é utilizado em etapas de avaliação de usabilidade, onde se observa o jogador interagindo com uma versão do JS desenvolvido.…”
Section: Figura 2 Relação Entre Quantidade De Metodologias E Suporteunclassified
“…Atividades de observação do jogador são explícitas na etapa de análise por alguns autores [Eagle e Barnes 2012, Rankin et al 2008, porém apenas [Lazarou 2011], que criou uma metodologia chamada Eight Phase Methodology (EPM), aborda o jogador cara-a-cara nesta etapa, através de entrevistas. A EPM, portanto, pode ser vista como um ponto de partida para a reformulação de uma ou mais metodologias para alcançar o equilíbrio visado por [Franzwa;Tang e Johnson, 2013].…”
Section: Congresso Brasileiro De Informática Na Educação (Cbie 20unclassified