David Williamson Shaffer

Golnaz Arastoopour4
Naomi C Chesler3
4Golnaz Arastoopour
3Naomi C Chesler
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In this paper, we argue that this distinction between CSCL and HCI is based on a particular understanding of the relationship between humans and computers—and more generally between humans and their tools in activity systems. We draw on work by Shaffer and Kaput by adopting a stronger form of the concepts of distribution and mediation in the context of(More)
2 Abstract Increasingly, first-year engineering curricula incorporate design projects. However, the faculty and staff effort and physical resources required for the number of students enrolled can be daunting and affect the quality of instruction. To reduce these costs, ensure a high quality educational experience, and reduce variability in student outcomes(More)
Players of epistemic games – computer games that simulate professional practica – have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we explored(More)
Pedagogical praxis: Using technology to build professional communities of practice J. Yukawa. Co-reflection in online learning environments J. Strobel. Communities of reflection-practice and clash of communities: Thoughts on the (redesign gn of classes in humanities A. Millner. The hookups initiative: How youth can learn by creating their own computer(More)
Engineering virtual internships are a novel paradigm for providing authentic engineering experiences in the first-year curriculum. They are both individualized and accommodate large numbers of students. As we describe in this report, this approach can (a) enable students to solve complex engineering problems in a mentored, collaborative environment; (b)(More)