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Favorite Readings from TRAILS coursesThese are readings which we believe may be useful to students taking TRAILS-affiliated courses. This list was put together by asking the instructors of our TRAILS courses to provide us with a short list of readings they consider indispensable. Theories of Teaching and LearningThese readings focus on theories of teaching and learning as they apply to the kind of constructivist, project-based courses taught in affiliation with TRAILS.
Solidly grounded in the latest educational research and lucidly written, this book is an excellent introduction to theories of learning. Chapters 1 and 3 are good for contextualizing students, and Chapters 6 and 9 help students think critically about the design of learning environments and the use of technology to support learning. Strongly endorsed by Stanford students as a good way to think about supporting learning. A somewhat depressing book which discusses, quite compellingly, some of the failed attempts to use technology in education. Provocative, and ultimately surprisingly motivational for CS students. Design Principles and MethodologiesThese readings will help ground students in an understanding of design as an iterative, user-focused, and reflective process.
Classic design paper highlighting that design is a psychological phenomenon. A classic treatise on all things interface related. A strange property of this book is that it turns computer scientists into people who care about psychology, but it turns educators into people who substitute usability for learning. Discusses cost-benefit tradeoffs that designers of learning environments should consider, in the following categories: content (e.g., breadth vs. depth), context (e.g., incidental vs. direct learning), sequence (e.g., structured vs. exploratory learning), and teaching methods (e.g., coaching). Chapter 1 presents "backwards design", an approach to curricular design that starts by considering what knowledge, understanding, and proficiency a student should have, then determining the evidence that assesses that understanding, and finally, planning the learning experiences and instruction. Chapter 4 presents six facets of understanding that indicate whether a student has achieved in-depth understanding. The six facets are: explanation, interpretation, application, perspective, empathy, and self-knowledge. A concise step by step guide for organizing a storyboard to communicate a design idea. This paper is really about goodstorytelling, not about making a visual impact. Educational Game DesignA subset of the literature on software design deals specifically with games. Of course, games are not always designed with educational outcomes in mind, but our instructors considered these readings valuable.
Great source from which individual readings can be selected. The book covers a wide range of topics, including game analysis, how to write a design document, and war stories from working game designers. This paper analyzes the popular simulation game SimCity with the goal of identifying design principles that would be useful for educators. This paper reviews seminal research in the area of educational games from 1992 to 1998 conducted by researchers at the University of British Columbia. Klawe describes controlled studies that were used to determine what software features were important for learning, based on pre- and post- tests. Klawe reflects on the key advantages offered by her educational games User Testing and ObservationAn important goal of TRAILS courses is to give students experience in testing their creations with end-users. The following readings will help students set up user-testing and gain the most value from the experience.
Discusses the importance of learning context for design, and also highlights how research and design support each other. Multidisciplinary TeamworkAll TRAILS courses entail having students work in teams. The following readings have proven to help students think metacritically about the process of teamwork and communication.
Chapter 4, "Four Skills of Reflective Listening," is an excellent practical introduction to thoughtful listening and effective dialogue in groups. A very good reading for helping students think metacritically about group dynamics. An excellent overview article, defining cooperative learning and documenting its benefits. Crucially, the authors write, "There is a difference between having students work in a group and structuring groups of students to work cooperatively." The article goes on to discuss key elements of cooperative work such as positive interdependence, individual accounability, personal responsibility, interpersonal and small-group skills, and self-reflection. Additional Readings for InstructorsThe following readings are more suitable for instructors or graduate students than undergraduates. They articulate theories and principles which can inform the design of TRAILS courses.
Reflections on the success factors that allowed the ESCOT project to generate a series of interactive math puzzles over two school years. This paper emphasizes the importance of design perspectives from different disciplines and a structured design process. Long, but useful background, since the ESCOT project spawned TRAILS. The author writes: "This article embodies some of what I'm trying to get across when I teach design—it's not necessarily a great teaching article, but good for explaining how I teach to other people." A stimulating article about how technology development should be situated within a larger awareness of the needs of communities and individuals. Agre writes, “We know that we have really begun to develop a socially-driven agenda once the technology seems contingent -- no longer inevitable or monolithic but a matter of choice that we can shape in a conscious way.” To this end he suggests that key concepts in the minds of technology developers should be collective cognition, community systems design, and developmental democracy. This book is highly relevant to instructors planning a computer science project based course. It categorizes project courses, presents case studies, describes common issues and potential pitfalls and presents alternatives for addressing them, and describes best practices. It touches on the Close support and Collaboration parts of TripleC. The paper describes experiences from a similar kind of course to what TRAILS is attempting to design. It involves architecture, engineering, and construction undergraduates and graduates. The authors take an interesting theoretical stance, that cross-disciplinary interaction fosters communities of practitioners. They place high value on the need for students from different disciplines to negotiate different languages and cultures. This paper outlines a methodology for conducting theory-based research in the learning sciences. The authors identify some very useful principles for thinking about learning in open-ended, ill-structured domains, such as the Principle of Activeness, the Principle of Authenticity, and the Principle of Termlessness. Is your related reading missing from this list?Please send us a note at and tell us about your favorite readings! |
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