bra (Corbett, Koedinger, & Anderson, 1999); THE ROLE OF DESIGN IN
biology (Horwitz & Christie, in press; Jacobson EDUCATIONAL TECHNOTOGY R&D & Archodidou, in press; Linn, Shear, BelL & Slotta, 1999); chemistry (Kozma, in press); and Design has long been a core theme in educa- physics (White & Frederiksen, in press). They tional technology R&D. Richey (1998) and target advanced topics in these areas, topics Driscoll and Dick (7999) carry on this tradition. such as genetics (Horwitz & Christie, in press); However, many of these projects extend the Newtonian physics (White & Frederiksery in design process beyond the generation of instruc- press); and calculus (Roschelle, Kaput, & Stroup, tional materials by instructional designers to in press). They support the learning of advanced engage new groups of people in the design of cognirive processes, such as problem solving nerv artifacts. For example, Schtvartz and his (Schwartz, Brophy, Lin, & Bransford, 1999), colleagues (1999) take a constructivist approach design (Resnick, 1998) and scientific investiga- to the design process and use it to teach problem tion (lackson, Krajcik, & Solon ay, in press; Linn soiving, to engage college students in the design et a1.,1999; Means & Coleman, in press; White & of instructional products, and to help &em Frederiksen, h press). They target leamer popu- understand academic content. They have devel- lations that have traditionally failed in academic oped an adaptable model of instructional design subjects, such as urban middle sdrool students (STAR.Legacy) that embeds a problem-solving (Horwitz & Christe, in press; Roschelle et al., in cycle in a software envircnment, makes it press; and White & Frederiksen, in press). And explicit, and engages students in its iterative use. (L-. - r,-1. -!--' urr.v rEJr a varrtr)/ Ul -l -),-----^l auvd(tLELl te(IlrlUlUBrtS Wrtn STaR.Legacy, coiiege students enroiiect rn including artificial intelligence (Corbett et al., an educitional psvchology course are presented 1999), networking (Shneiderman, Borkowski, with a series of academic challenges and then Alavi, & Norman, 1998), virruatr realiry (Dede, are guided through a process in which they gen- Salzman, Loftin, & Ash, in press), virtual com- erate ideas, view the challenges from multiple munities, visualization and modeling, and perspectives, conduct research, test their knowl- hand-held computers (Pea et al., 1999). They edge, and go public with their solutions. Not take on challenging tasks related to scaling-up only do students leam educational psychology and nation-wide implementation, such as concepts and principles from this environment teacher professional development (Corbett et al-. but they use it, in turn, to produce instructional 1999; Shneiderman et al., 1998), cross-sector col- products that they leave behind as a legacy for laboration (Linn et al.,l999lPea et al., 1999), and students who take the course subsequently. commercialization (Pea et al., 1999; Resnick, Resnick (1998) and his colleagues create a 1998). And these articles explore deep theoretical number of digital manipulatives that they use to issues related to scaffolding and knowledge inte- engage young sludents in the process of design gration (Linn et al.,'1999), r'isualization and the and experimentation. Resnick's team has cre- formation of mental models (Dede et al. in pres; ated such playfulinvenlions as LEGO-Logo, the Horwitz & Christe, in press; Kozma, in press; Pea Programmable Brick, Crickets, Bitballs, Dgital et al., 1999; I{hite & Frederiksen, in press), and Beads, and Thinking Tags. These toy-like tools technological support for problem solving have built into them a variety of student-pro- (Corbett et al., 1.999; Schwartz et a1.,1999). grammable microprocessors and sensors. With I believe that no other area of research in edu- these toys, students have created and pro- cation is now as productive and intellectually grammed robotic creatures that move around, stimulating as that related to educational tech- communicate, and change each other's behav- nology R&D. The reason that this research is so ior. Students have built their own scientific vital and vibrant is that it combines design with instruments and used them to conduct experi- advanced technologies, nerr" collaborations, ments, such as studies of the feeding habits of large-sca1e implementation, and alternative birds. They have programmed Thinking Tags so research methodologies. I explore each of these that when groups of students wear them, the themes in the following sections. Tags interact with each other in ways that enable
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