Employing an activity-theoretical perspective to localize an educational innovation in an elementary school

Cher Ping Lim*, Lee Yong Tay, John Hedberg

*Corresponding author for this work

    Research output: Contribution to journalArticlepeer-review

    11 Citations (Scopus)

    Abstract

    Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based learning environment. This set of strategies and conditions includes the commitment of the teachers and their support through professional development, ongoing technical assistance, and students' orientation and scaffolding. Ensuring the appropriateness of the technology access and structure of the curriculum required time-table planning. These factors predict the likely survival of an education innovation in the school and the possibility of scaled up for more widely-used pedagogical practice.

    Original languageEnglish
    Pages (from-to)319-344
    Number of pages26
    JournalJournal of Educational Computing Research
    Volume44
    Issue number3
    DOIs
    Publication statusPublished - 1 Jan 2011

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