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Papers by Daniel Hickey

Research paper thumbnail of Itow, R. C. & Hickey, D. T. (2014, April). Considering the implications of assessment design for learning in digital badge systems. Paper presented at the annual meeting of the American Educational Research Association, Philadelphia, PA.

Research paper thumbnail of Hickey, D., Itow, R. C., Rehak, A., Schenke, K., Tran, C.   (2013).  Speaking personally—with Erin Knight.  American Journal of Distance Education, 27 (2), 134-138.

Hickey, D., Itow, R. C., Rehak, A., Schenke, K., Tran, C. (2013). Speaking personally—with Erin Knight. American Journal of Distance Education, 27 (2), 134-138.

Research paper thumbnail of Rehak, A, Hickey, D. T., & Chow, C (2014, April).  Design principles and enacted practices for recognizing learning with digital badges.  Paper presented at the Annual Meeting of the American Educational Research Association, Philadelphia, PA

Research paper thumbnail of Otto, N., & Hickey, D. (2014, August).  Design principles for digital badge systems.  Comparative methods for uncovering lessons in ecosystem design.  Paper presented at 1st International Workshop on Open Badges in Education.  Tallinn, Estonia.

Research paper thumbnail of Tran, C., Schenke, K., & Hickey, D. T.  (2014).  Design principles for motivating learning with digital badges: Consideration of contextual factors of recognition and assessment.  Proceedings of the 11th Biennial International Conference of the Learning Sciences, Boulder CO. (pp 1027-1031)

Research paper thumbnail of Casilli, C, & Hickey, D. T. (2014 in review) Transcending conventional credentialing and assessment paradigms with information-rich digital badges.  In J. Ahn and I. Erickson (Eds).  Connecting Fields: Information, Learning Sciences, and Education (Special Issue).  The Information Society.

Research paper thumbnail of Hickey, D. T., Tassoobshirazi, G., Cross, D.  (2012). Assessment as learning.  Enhancing discourse, understanding, and achievement in innovative science curricula.  Journal of Research in Science Teaching, 49, 1240-1270

Research paper thumbnail of Hickey, D. T., & Zuiker, S. J.  (2012). Multi-level assessment for discourse, understanding, and achievement in innovative learning contexts.  The Journal of the Learning Sciences, 22, (4) 1-65

Research paper thumbnail of Filsecker, M., Hickey, D. T. (2014).  A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement, & learning.  Computers & Education, 75, 136-148

Research paper thumbnail of #Hickey, D. T., Kelly, T. A, & Shen, X. (2014).  Small to big before massive: Scaling up participatory learning and assessment.  Proceedings of the Fourth International Conference on Learning Analytics and Knowledge, Indianapolis, IN (pp. 93-97, http://dx.doi.org/10.1145/2567574.2567626

Research paper thumbnail of A new perspective for evaluating innovative science programs

Science Education, 2003

This paper outlines a stridently sociocultural perspective on educational program evaluation. Thi... more This paper outlines a stridently sociocultural perspective on educational program evaluation. This perspective emerged across successive attempts to evaluate science programs in a manner consistent with sociocultural views of knowing and learning, while still yielding conventional evidence of achievement. The perspective is characterized by (1) rigorous use of multiple-choice tests, performance assessments, and interpretive event-based analyses, (2) a dialectical approach to reconciling conflicting conclusions from different types of individual assessments, and between individual and event-oriented assessments, and (3) a pragmatic focus on the differences among various implementations of the innovation, with judicious, targeted use of comparison groups. Innovators facing the tension between contemporary views of knowing and learning and conventional views of accountability should find this perspective particularly useful. It is relevant for a broad range of evaluation contexts, including large-scale externally funded innovations as well as more informal practitioner-initiated studies, and should be useful in many content domains. © 2003 Wiley Periodicals, Inc. Sci Ed87:539–563, 2003; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/sce.10087

Research paper thumbnail of Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play

Journal of Science Education and Technology, 2007

In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to... more In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.

Research paper thumbnail of Enhancing Inquiry, Understanding, and Achievement in an Astronomy Multimedia Learning Environment

Journal of Science Education and Technology, 2006

As an example of design-based research, this study refined an assessment strategy for simultaneou... more As an example of design-based research, this study refined an assessment strategy for simultaneously enhancing inquiry-based learning and supporting achievement on conventional assessment measures. Astronomy Village ® : Investigating the Universe™ is a software program designed to engage secondary science students in authentic and inquiry-based learning over core topics in astronomy. The software was enhanced with a 20-hour curriculum and three levels of assessment to ensure successful inquiry experiences and high-stakes achievement. The first year implementation of Astronomy Village® yielded significant gains on a curriculum-oriented exam but not a standards-oriented test, and provided useful design insights that were integrated into the second year implementations. Significant gains were obtained on the test during the second year as well. It is expected that many existing inquiry-oriented science curricula might be similarly enhanced, and is suggested that a large-scale effort to do so might have a lasting impact on science education.

Research paper thumbnail of Balancing varied assessment functions to attain systemic validity: Three is the magic number

Studies in Educational Evaluation, 2006

Research paper thumbnail of Erratum to: Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play

Journal of Science Education and Technology, 2010

In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to... more In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.

Research paper thumbnail of Enhancing Inquiry, Understanding, and Achievement in an Astronomy Multimedia Learning Environment

Journal of Science Education and Technology, 2006

Research paper thumbnail of Argumentation: A strategy for improving achievement and revealing scientific identities

International Journal of Science Education, 2008

Research paper thumbnail of Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play

Research paper thumbnail of Engaged Participation: A Sociocultural Model of Motivation With Implications for Educational Assessment

Educational Assessment, 2005

Research paper thumbnail of Classroom Discourse as a Tool to Enhance Formative Assessment and Practise in Science

International Journal of Science Education, 2007

Research paper thumbnail of Itow, R. C. & Hickey, D. T. (2014, April). Considering the implications of assessment design for learning in digital badge systems. Paper presented at the annual meeting of the American Educational Research Association, Philadelphia, PA.

Research paper thumbnail of Hickey, D., Itow, R. C., Rehak, A., Schenke, K., Tran, C.   (2013).  Speaking personally—with Erin Knight.  American Journal of Distance Education, 27 (2), 134-138.

Hickey, D., Itow, R. C., Rehak, A., Schenke, K., Tran, C. (2013). Speaking personally—with Erin Knight. American Journal of Distance Education, 27 (2), 134-138.

Research paper thumbnail of Rehak, A, Hickey, D. T., & Chow, C (2014, April).  Design principles and enacted practices for recognizing learning with digital badges.  Paper presented at the Annual Meeting of the American Educational Research Association, Philadelphia, PA

Research paper thumbnail of Otto, N., & Hickey, D. (2014, August).  Design principles for digital badge systems.  Comparative methods for uncovering lessons in ecosystem design.  Paper presented at 1st International Workshop on Open Badges in Education.  Tallinn, Estonia.

Research paper thumbnail of Tran, C., Schenke, K., & Hickey, D. T.  (2014).  Design principles for motivating learning with digital badges: Consideration of contextual factors of recognition and assessment.  Proceedings of the 11th Biennial International Conference of the Learning Sciences, Boulder CO. (pp 1027-1031)

Research paper thumbnail of Casilli, C, & Hickey, D. T. (2014 in review) Transcending conventional credentialing and assessment paradigms with information-rich digital badges.  In J. Ahn and I. Erickson (Eds).  Connecting Fields: Information, Learning Sciences, and Education (Special Issue).  The Information Society.

Research paper thumbnail of Hickey, D. T., Tassoobshirazi, G., Cross, D.  (2012). Assessment as learning.  Enhancing discourse, understanding, and achievement in innovative science curricula.  Journal of Research in Science Teaching, 49, 1240-1270

Research paper thumbnail of Hickey, D. T., & Zuiker, S. J.  (2012). Multi-level assessment for discourse, understanding, and achievement in innovative learning contexts.  The Journal of the Learning Sciences, 22, (4) 1-65

Research paper thumbnail of Filsecker, M., Hickey, D. T. (2014).  A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement, & learning.  Computers & Education, 75, 136-148

Research paper thumbnail of #Hickey, D. T., Kelly, T. A, & Shen, X. (2014).  Small to big before massive: Scaling up participatory learning and assessment.  Proceedings of the Fourth International Conference on Learning Analytics and Knowledge, Indianapolis, IN (pp. 93-97, http://dx.doi.org/10.1145/2567574.2567626

Research paper thumbnail of A new perspective for evaluating innovative science programs

Science Education, 2003

This paper outlines a stridently sociocultural perspective on educational program evaluation. Thi... more This paper outlines a stridently sociocultural perspective on educational program evaluation. This perspective emerged across successive attempts to evaluate science programs in a manner consistent with sociocultural views of knowing and learning, while still yielding conventional evidence of achievement. The perspective is characterized by (1) rigorous use of multiple-choice tests, performance assessments, and interpretive event-based analyses, (2) a dialectical approach to reconciling conflicting conclusions from different types of individual assessments, and between individual and event-oriented assessments, and (3) a pragmatic focus on the differences among various implementations of the innovation, with judicious, targeted use of comparison groups. Innovators facing the tension between contemporary views of knowing and learning and conventional views of accountability should find this perspective particularly useful. It is relevant for a broad range of evaluation contexts, including large-scale externally funded innovations as well as more informal practitioner-initiated studies, and should be useful in many content domains. © 2003 Wiley Periodicals, Inc. Sci Ed87:539–563, 2003; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/sce.10087

Research paper thumbnail of Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play

Journal of Science Education and Technology, 2007

In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to... more In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.

Research paper thumbnail of Enhancing Inquiry, Understanding, and Achievement in an Astronomy Multimedia Learning Environment

Journal of Science Education and Technology, 2006

As an example of design-based research, this study refined an assessment strategy for simultaneou... more As an example of design-based research, this study refined an assessment strategy for simultaneously enhancing inquiry-based learning and supporting achievement on conventional assessment measures. Astronomy Village ® : Investigating the Universe™ is a software program designed to engage secondary science students in authentic and inquiry-based learning over core topics in astronomy. The software was enhanced with a 20-hour curriculum and three levels of assessment to ensure successful inquiry experiences and high-stakes achievement. The first year implementation of Astronomy Village® yielded significant gains on a curriculum-oriented exam but not a standards-oriented test, and provided useful design insights that were integrated into the second year implementations. Significant gains were obtained on the test during the second year as well. It is expected that many existing inquiry-oriented science curricula might be similarly enhanced, and is suggested that a large-scale effort to do so might have a lasting impact on science education.

Research paper thumbnail of Balancing varied assessment functions to attain systemic validity: Three is the magic number

Studies in Educational Evaluation, 2006

Research paper thumbnail of Erratum to: Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play

Journal of Science Education and Technology, 2010

In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to... more In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.

Research paper thumbnail of Enhancing Inquiry, Understanding, and Achievement in an Astronomy Multimedia Learning Environment

Journal of Science Education and Technology, 2006

Research paper thumbnail of Argumentation: A strategy for improving achievement and revealing scientific identities

International Journal of Science Education, 2008

Research paper thumbnail of Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play

Research paper thumbnail of Engaged Participation: A Sociocultural Model of Motivation With Implications for Educational Assessment

Educational Assessment, 2005

Research paper thumbnail of Classroom Discourse as a Tool to Enhance Formative Assessment and Practise in Science

International Journal of Science Education, 2007

Research paper thumbnail of Beyond Hype, Hyperbole, Myths, and Paradoxes: Scaling up Open Learning in a Big Open Online Course