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Pedagogical Praxis: The Professions as Models for Postindustrial Education
In this article, I propose a theory of pedagogical praxis. Pedagogical praxis begins with the premise that under the right conditions, computers and other information technologies can make it easierExpand
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Epistemic frames and islands of expertise: learning from infusion experiences
Building on the theory of islands of expertise developed by Crowley and Jacobs (2002), in this paper I develop the concept of epistemic frames as a mechanism through which infusion environments canExpand
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Learning mathematics through design: The anatomy of Escher's world
Abstract This article explores one example of an open learning environment created by combining mathematics and design activities in a “mathematics studio”. Two iterations of the mathematics studioExpand
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Mathematics and Virtual Culture: an Evolutionary Perspective on Technology and Mathematics Education
This paper suggests that from a cognitive-evolutionary perspective, computational media are qualitatively different from many of the technologies that have promised educational change in the past andExpand
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Design of a Professional Practice Simulator for Educating and Motivating First-Year Engineering Students.
TLDR
First-year engineering curricula incorporate design projects, but the number of students enrolled can be daunting. Expand
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The Math Studio: Harnessing the Power of the Arts to Teach across Disciplines
In a conference room at the MIT Media lab, six students from Boston's public high schools are using computers to design posters that will be printed on three-foot sheets of paper and hung proudly onExpand
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Playing for Public Interest: Epistemic Games as Civic Engagement Activities
There is a growing body of research examining how educational computer games can promote civic engagement [4]. Epistemic games [5] are computer games that simulate professional training experiences.Expand
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Technology and the New Professionalization of Teaching
Background: By 2009, 99% of U.S. classrooms had access to computers, with an average ratio of 1.7 students per computer, and 40% of teachers report using computers often in their classrooms. However,Expand
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Promoting Civic Thinking through Epistemic Game Play
A growing body of research suggests that computer games can help players learn to integrate knowledge and skills with values in complex domains of real-world problem solving (P. C. Adams, 1998; BarabExpand
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