Research
Research Articles & Chapters
Quest Atlantis provides new break-through insights into how children learn as well as enhances the different ways in which we are supporting them in developing their own sense of purpose as individuals, as members of their communities, and as knowledgeable citizens of the world. Our research focuses on understanding the pedagogical and motivational impact of the medium, differences among genders and from different socio-economic backgrounds, the relationship between play and learning, the challenges in maintaining and participating in a globally-distributed online community, how to best facilitate the meaningful crossing of multiple life worlds, and how different design features of the project impact children’s participation. Feel free to browse the list of research articles.
Barab, S. A., Dodge, T., Ingram-Goble, I., & Gresalfi, M. (in press). Narratizing disciplines and disciplinizing narratives: Games as 21st century curriculum. To appear in International Journal for Gaming and Computer Mediated Simulations.
Barab, S. A., Gresalfi, M., & Arici, A. (in press). Transformational play: Why educators should care about games. To appear in Educational Leadership.
Warren, S., Stein, R. A., Dondlinger, M. J., & Barab, S. A. (in press). A look inside a MUVE design process: Blending instructional design and game principles to target writing skills. To appear in Journal of Educational Computing Research,40(3).
Barab, S. A., Scott, B., Siyahhan, S. Goldstone, R., Ingram-Goble, A., Zuiker, S., & Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education and Technology.
Gresalfi, M., Barab, S. A., Siyahhan, S., & Christensen, T. (2009). Virtual worlds, conceptual understanding, and me: Designing for consequential engagement. On the Horizon, 17(1), 21-34.
Hickey, D., Ingram-Goble, A., & Jameson, E. (2009). Designing Assessments and Assessing Designs in Virtual
Educational Environments. Journal of Science Education and Technology, 18, 187-208.
Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C., & Stein, R. (2008). Children’s sense of self: Learning and meaning in the digital age. Journal of Interactive Learning Research, 19(2), 225–249..
Barab, S., Warren, S., & Ingram-Goble, A. (2008). Conceptual play spaces. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 1-20). Hershey, Pennsylvania: IGI Global publications.
Barab, S., Dodge, T., Tuzun, H., Job-Sluder, K., Jackson, C., Arici, A., Job-Sluder, L., Carteaux, R., Jr., Gilbertson, J., & Heiselt, C. (2007). The Quest Atlantis Project: A socially-responsive play space for learning. In B. E. Shelton & D. Wiley (Eds.), The Educational Design and Use of Simulation Computer Games (pp. 159-186). Rotterdam, The Netherlands: Sense Publishers.
Warren, S., Barab, S. A., & Dondlinger, M. J. (2008). A MUVE Towards PBL Writing: Effects of a digital learning environment designed to improve elementary student writing. Journal of Research on Technology in Education,41(1), 121-147.
Barab, S. A., Dodge, T., Thomas, M, Jackson, C., & Tuzun, H. (2007). Our designs and the social agendas they carry. Journal of the Learning Sciences,16(2), 263-305.
Barab, S. A., Zuiker, S., Warren, S., Hickey, D., Ingram-Goble, A., Kwon, E-J., Kouper, I., & Herring, S. C. (2007). Situationally embodied curriculum: Relating formalisms to contexts. Science Education, 91(5), 750-592.
Barab, S. A., Sadler, T., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: A framework for socio-scientific inquiry. Journal of Science Education and Technology, 16(1), 59-82.
Barab, S, A., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology, 16(1), 1-3.
Barab, S. A. (2006). A methodological toolkit for the learning sciences. In K. Sawyer (ed.) Handbook of the Learning Sciences (pp. 153-170), Cambridge, MA: Cambridge University Press.
Sadler, T.D., Barab, S.A., & Scott, B. (2006). What do students gain by engaging in socioscientific inquiry? Research in Science Education.
Barab, S. A., Jackson, C., & Piekarsky, E. (2006). Embedded professional development: Learning through enacting innovation. In C. Dede (Ed.), Online professional development for teachers: Emerging models & methods (pp.155-174). Cambridge, MA: Harvard Educational Press.
Barab, S. & Jackson, C. (2006, January 20). From Plato’s Republic to Quest Atlantis: The role of the philosopher-king. THEN: Journal (Technology, Humanities, Education, Narrative), 2 Article 2. Retrieve from http://www.thenjournal.org/
Lim, C., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology, 37(2), 211-231.
Tuzun, H. (2006). Egitsel bilgisayar oyunlari ve bir örnek: Quest Atlantis (Educational computer games and a case: Quest Atlantis). Hacettepe Universitesi Egitim Fakültesi Dergisi, 30, 220-229.
Young, M. F., Schrader, P. G., & Zheng, D. (2006, April 1). MMOGs as learning environments: An ecological journey into Quest Atlantis and Sims Online. Innovate: Journal of Online Education, 2(4). Retrieved April 1, 2006 from http://www.innovateonline.info/index.php?view=article&id=66
Barab, S. A., Arici, A., & Jackson, C. (2005). Eat your vegetables and do your homework: A design-based investigation of enjoyment and meaning in learning. Educational Technology 45(1), 15-21.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107.
Barab, S. A., Thomas, M., Dodge, T., Squire, K., & Newell, M. (2004). Critical design ethnography: Designing for change. Anthropology & Education Quarterly, 35(2), 254-268.
Borner, K., & Penumarthy, S. (2003). Social diffusion patterns in three-dimensional virtual worlds. Information Visualization, 2003(2), 182-198.
