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            "abstractNote": "This study details an innovative approach to coordinating and enhancing multiple levels of assessment and discursive feedback around an existing multi-media curricular environment called Astronomy Village®. As part of a broader design-based research programme, the study analysed small group interactions in feedback activities across two design cycles. The goal of this analysis is to develop an understanding of the ways that a situative approach to assessment and practise supports learning. Findings demonstrate ways that student and teacher engagement in collaborative activities support and constrain meaningful understanding, which we consider in terms of a trajectory of participation in and across conversations and written assessments, as well as individual learning gains on formal classroom examinations and standards-oriented external tests. Analyses of complementary formulations of domain concepts - discourse practises and assessment performance - suggest that participation in social forms of scientific engagement supports both learning and subsequent performance in more formal contexts. We suggest design principles for integrating the formative functions of discursive feedback with the summative functions of traditional assessment, through participation in different forms of science discourse(s). [ABSTRACT FROM AUTHOR]",
            "publicationTitle": "International Journal of Science Education",
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            "date": "November 05, 2007",
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            "issue": "14",
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            "title": "Design-Based Research and Educational Technology: Rethinking Technology and the Research Agenda.",
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                    "creatorType": "author",
                    "firstName": "Tel",
                    "lastName": "Amiel"
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                    "creatorType": "author",
                    "firstName": "Thomas C.",
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            "abstractNote": "The role of educational technologies in improving educational practices and outcomes has been criticized as over-hyped and insignificant. With few exceptions, the state of education has changed less than expected as a result of tools such as computers and the Internet. To a considerable degree, this is due to the minor role educational technology research plays in transforming the use of technological tools in the classroom. This article presents an analysis of technology as a process and as a value-laden system, both of which have substantial consequences to our approach to research. It is argued in the article that design-based research can address some of the deficiencies of other research methods in investigating the role of tools and techniques in the classroom. Through more democratic research practices and recognizing technology as a system beyond its tools, researchers can increase their impact on educational practice. [ABSTRACT FROM AUTHOR]",
            "publicationTitle": "Journal of Educational Technology & Society",
            "publisher": "",
            "place": "",
            "date": "October 2008",
            "volume": "11",
            "issue": "4",
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            "partNumber": "",
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            "pages": "29-40",
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                {
                    "tag": "INTERNET in education",
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            "title": "Embodied design: constructing means for constructing meaning.",
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                    "firstName": "Dor",
                    "lastName": "Abrahamson"
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            ],
            "abstractNote": "Design-based research studies are conducted as iterative implementation-analysis-modification cycles, in which emerging theoretical models and pedagogically plausible activities are reciprocally tuned toward each other as a means of investigating conjectures pertaining to mechanisms underlying content teaching and learning. Yet this approach, even when resulting in empirically effective educational products, remains under-conceptualized as long as researchers cannot be explicit about their craft and specifically how data analyses inform design decisions. Consequentially, design decisions may appear arbitrary, design methodology is insufficiently documented for broad dissemination, and design practice is inadequately conversant with learning-sciences perspectives. One reason for this apparent under-theorizing, I propose, is that designers do not have appropriate constructs to formulate and reflect on their own intuitive responses to students’ observed interactions with the media under development. Recent socio-cultural explication of epistemic artifacts as semiotic means for mathematical learners to objectify presymbolic notions (e.g., Radford, Mathematical Thinking and Learning 5(1): 37–70, ) may offer design-based researchers intellectual perspectives and analytic tools for theorizing design improvements as responses to participants’ compromised attempts to build and communicate meaning with available media. By explaining these media as potential semiotic means for students to objectify their emerging understandings of mathematical ideas, designers, reciprocally, create semiotic means to objectify their own intuitive design decisions, as they build and improve these media. Examining three case studies of undergraduate students reasoning about a simple probability situation (binomial), I demonstrate how the semiotic approach illuminates the process and content of student reasoning and, so doing, explicates and possibly enhances design-based research methodology. [ABSTRACT FROM AUTHOR]",
            "publicationTitle": "Educational Studies in Mathematics",
            "publisher": "",
            "place": "",
            "date": "January 2009",
            "volume": "70",
            "issue": "1",
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            "pages": "27-47",
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