Daniel Hickey | Indiana University (original) (raw)
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Papers by Daniel Hickey
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
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.
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.
Studies in Educational Evaluation, 2006
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.
Journal of Science Education and Technology, 2006
International Journal of Science Education, 2008
Educational Assessment, 2005
International Journal of Science Education, 2007
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
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.
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.
Studies in Educational Evaluation, 2006
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.
Journal of Science Education and Technology, 2006
International Journal of Science Education, 2008
Educational Assessment, 2005
International Journal of Science Education, 2007