- Establishes criticism as a valuable tool for research in Educational Technology
- Provides case studies to fully explain the role for criticism in PBL research
- Proposes a fresh new approach to solve complex research questions within Educational Technology
- Introduces a new method for data analysis and analysis of research results in PBL
Since an August 2010 start date, the Evidence Game team has been engaged in an iterative design and development process for a game to provide middle school students and their teachers with practice in Toulmin’s (1984) model of argumentation as applied to science. The poster session will present the overall conceptual model for a targeted game to provide practice in argumentation and efforts to make this process a fun experience for youth.
With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.