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Original article

doi: 10.1111/j.1365-2729.2011.00410.x

Using Cultural-Historical Activity Theory to


design and evaluate an educational game in
science education jcal_410 424..439

D. Lazarou
Graduate School of Education, University of Bristol, Bristol, UK

Abstract The aim of this paper is to describe a methodology for using Cultural-Historical Activity
Theory (CHAT) at the initial stages of the design process of an educational game, by exploring
how the theory can be used as a framework for producing not only usable but also useful com-
puter tools. The research also aimed to investigate how the theory could be used for designing
computer tools for learning science. Although CHAT and specifically the concepts of activity
system and contradictions were used as the basis for the design and development of the edu-
cational game, subsidiary design guidelines also contributed significantly to this process. These
derived from the research fields of Human Computer Interaction and Science Education and
from students everyday experiences when playing video games at home. The educational
game produced was concerned with the teaching and learning of Expansion and Contraction of
Air in primary science, a subject that existing research suggests is conceptually difficult for
students. As far as the main outcomes of the study are concerned, it was revealed through the
implementation of the game that contradictions could be adequately resolved, while stakehold-
ers needs and motives could be appropriately addressed.

Keywords activity system, contradictions, Cultural-Historical Activity Theory, educational game, expan-
sion and contraction of air, science education.

Activity Theory (CHAT) could be used as a theoretical


Introduction
and methodological framework for producing usable
There has been an extended discussion for more than a and useful computer tools and as an appropriate method
decade about how CulturalHistorical Activity Theory for actively involving real users in the design process, a
(CHAT) (Leontev 1978; Vygotsky 1978; Engestrm crucial added value offered by CHAT that can lead
1987) could be an appropriate theoretical framework HCI to a new, humanized design activity era (Bodker
for the design of computer tools. This discussion takes 1991). Nevertheless, neither has much research focused
place at a time when the conventional Human Computer on examining how CHAT can be used at the initial
Interaction (HCI) methods are being criticized for being stages of the design of a computer tool (Verenikina &
unable to produce both usable and useful computer Gould 1997), nor has research illustrated how the theory
tools that can address all stakeholders needs, motives, can be used to design computer tools for school disci-
and practices. It has been advocated (Nardi 1996a; plines such as science education.
Kaptelinin & Nardi 2006) that Cultural-Historical This paper describes and discusses the methodology
used for the design, development, implementation, and
Accepted: 3 November 2010
Correspondence: Demetris Lazarou, 13A Kresnas Street, Strovolos, evaluation of the first working prototype of an educa-
2021, Nicosia, Cyprus. Email: demetris.lazarou@bris.ac.uk tional game for primary science in Cyprus, and of the

424 2011 Blackwell Publishing Ltd Journal of Computer Assisted Learning (2011), 27, 424439
Game design and evaluation using CHAT 425

teaching methods developed for its implementation.


The game is a tool for teaching and learning Expansion
and Contraction of Air, which addresses students and
teachers needs and motives. Bellamy (1996) argues
that this is a necessary condition to enable technology to
bring about pervasive educational reform by designing
tools that address real needs within real contexts.
CHAT, as reformulated by Engestrm (1987), was used
Fig 2 The expanded activity triangle model (Engestrm, 1987,
as a theoretical and analytical tool for completing the
online source).
games first production cycle.

relate to the conditions and the means that enable the


Theoretical background materialization of actions.
CHAT

CHAT has its roots mainly in the work of Lev Vygotsky CHAT and HCI
(1978) and Alexei Leontev (1978, 1981) and is a
This research study uses CHAT as reformulated by
framework for understanding human activity. Vygotsky
Engestrm (1987). Engestrm (1987) reformulated
(1978) realized that the existing stimulus-response
CHAT by expanding the initial Vygotskian tool-
process of human behaviour was inadequate to explain
mediation triangle into an expanded activity triangle
in full the complex psychological functioning of
model, which also included community, rules, and
individuals. Vygotsky (1978) suggested that human
division of labour. This aimed at capturing and reflect-
action is mediated by an auxiliary stimulus that could
ing the collective nature of activity within the context
be in the form of a sign or a tool (Fig 1). Leontev
that it is carried out (see Fig 2). As Engestrm suggests,
(1978, 1981), who was strongly influenced by Marx
the model he proposed can be used so that activity can
and Engels (Marx & Engels 1968), argued that we
be analyzed in its inner dynamic relations and histori-
should also take into consideration human praxis, that
cal change (1987, Online Source). The activity system
is, practical human activity. Furthermore, he empha-
is not stable but is continuously evolving, along with its
sized the inherently social nature of human activity,
constituent components, due to many forms of contra-
noting that activities should never be considered as
dictions that exist and the effort needed to resolve
being isolated from social relations and society, regard-
them. Contradictions, which are problems or break-
less of the conditions and forms under which they take
downs within or between activity systems (Kuutti
place. Concerning the structure of activity, Leontev
1996), contribute toward the understanding of the
(1978, 1981) proposed that activity should be regarded
whole system and their solution results in the activity
as a systemic and collective unit driven by an object
systems evolution and development (Engestrm
that is considered to be the main motive and driving
1987).
force of the activity. Activity is realized through actions
There has been an increasing interest in the use of
that are oriented towards goals, while being realized
CHAT in HCI research (Nardi 1996a; Kaptelinin &
through automated or routinized operations, which
Nardi 2006), and CHAT has been put forward as a prom-
ising theoretical and methodological tool for the design
or redesign of computer tools (Bellamy 1996; Collins
et al. 2002). In this way, as Engestrm (2000) advo-
cates, a shift of HCI research out of the laboratory and
into the actual context of the activity can be observed.
Moreover, it is reported that the use of CHAT contrib-
utes toward the identification of those features that
could enable researchers to design or reshape not only
Fig 1 Vygotskys mediated act (Vygotsky 1978, p. 40). usable but also useful computer tools, which could

2011 Blackwell Publishing Ltd


426 D. Lazarou

assist subjects to fulfil their objectives/motives and


Motivational background from science education
satisfy their needs (Nardi 1996a; Mwanza 2001). This is
a significant added value of CHAT within the HCI This study aimed to produce a tool for the teaching
research field, as existing HCI methods are reported to and learning of Expansion and Contraction of Air in
have neglected to take into consideration the users primary science. Various studies indicate that children
wider context (Kuutti 1996; Mwanza 2001). This aged 1112 have alternative conceptual frameworks
narrows the tools evaluation to a detailed analysis of its concerning this scientific content (Sere 1985; Lee et al.
usability that is isolated from the broader context and 1993; Lubben et al. 1999). This study was based on
practice. The studies reported in the literature provide the initial assumption that many of the students
accounts of efforts to create ambitious and sustainable difficulties are not able to be appropriately conf-
systems such as the BUILT-IT system (Fjeld et al. ronted because of the abstractedness of the concepts
2002), the User-monitoring environment for activities involved, the insufficiency of the traditional hands-on
system (TellWare GmbH, Zurich, Switzerland) (Kapte- experiments being used in the lesson, and the fact
linin & Nardi 2006), or the SupportTracker for Hewlett- that students are not able to fulfil certain learning
Packard (Collins et al. 2002). Further, the theory has objectives proposed by the curriculum (MOEC 1996).
been used as the basis for proposing several analytical For example, Lee et al. (1993) provide evidence that
tools for the design and evaluation of technologies students believe that a balloon fitted on the top of
(Kaptelinin et al. 1999; Mwanza 2002). a bottle, while this is being heated, becomes larger
Despite the reported promising role of CHAT as as hot air or heat rises from its bottom to the top
a framework for the design of computer tools or and inflates it and that cold air is concentrated at
as a tool for evaluating the impact of new computer its bottom. This seems to be in contradiction to the
tools on an activity system, very little literature illus- scientific explanation given for the phenomenon, that
trates how CHAT could be used at the initial stages of the balloon increases its volume because thermal
the design of computer tools (Verenikina & Gould expansion occurs. It should be noted here that the
1997). This has led to a critique of CHAT as a theory experiment reported by Lee et al. (1993) is the experi-
that can only be used for failure analysis (Rochelle ment suggested by the teachers and students science
1998, p. 242), a critique that still needs to be addressed textbooks in Cyprus. Further, Sere (1985) reports
by research. that some students believe that more air is produced or
Furthermore, CHAT seems to be a suitable theoreti- that there is more air because it expands when air is
cal and methodological tool for the design of educa- sealed inside a container and is heated. Therefore, how
tional technologies. The theory can be used to evaluate can students overcome their misconceptions if they
the motives, goals, and needs of all stakeholders in the cannot observe and measure the quantity of air in the
school system and the activity systems of teaching and container?
learning, by examining them within the actual context Further, the use of digital technology has been pro-
of the subjects environment; this contributes towards posed as a promising medium for helping students
having a comprehensive idea of the situation and acquire difficult abstract concepts (NRC 1996; Reiser
reflecting this upon the design of the new tool. Further, et al. 2001) and various computer tools have been pro-
as one of the main principles of CHAT is the develop- posed, such as computer-models (Jonassen 2004;
ment of the activity (Kaptelinin 1996; Kuutti 1996), Kyunghee & Hyunsook 2004), simulations (Kim et al.
some researchers believe that the use of CHAT can offer 2000; Hsu 2002), and educational software (Reiser
a shift in pedagogical practice (Bellamy 1996; Lim & et al. 2001). Nevertheless, despite the abundance of
Hang 2003; Hardman 2005). Nevertheless, although tools and their reported success in mediating learning,
there are studies that illustrate examples of the design of do we as teachers manage to provide students with
educational software (Bellamy 1996), the suitability of what they actually want, in terms of their real needs,
CHAT as a tool for designing and evaluating educa- motives, and interests? Do these technologies
tional applications to be implemented in single lessons adequately motivate students to engage in the learning
in primary schools has not been adequately examined. process? Under what criteria are these technologies
This emerged as one of the underlying aims of the study. chosen by teachers?

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Game design and evaluation using CHAT 427

methodologies to support the design process was


Research aims
also considered necessary. For instance, applying
This paper describes and discusses the methodology usability-testing and drawing from research findings
used for the design, development, implementation, and from science education research also contributed
evaluation of the first working prototype of an educa- significantly in the design process. As Kapteli-
tional game for primary science and of the teaching nin (1996) and Nardi (1998) suggest, using CHAT
methods developed and employed for its implementa- does not exclude the use of any other methods when
tion. Based on the limitations or needs that emerged needed.
from the research reported by the CHAT and Science In the following section, the first cycle of develop-
Education literature, the studys research aims were ment, implementation, and evaluation of the games
defined as the following: initial prototype and the teaching methods developed
for its implementation are described through Eight
to design, develop, and evaluate an educational com- Methodological Phases. The game is expected to be
puter game for teaching and learning Expansion and completed when several prototypes are produced and
Contraction of Air in primary science. examined so that all contradictions within the activity
to explore the ways that CHAT can be used for the systems are resolved and the systems reach a temporary
development of educational computer tools for equilibrium.
primary science education. The methodological process followed is briefly pre-
sented (also see Fig 3):
Methodology and findings
identify and describe the relevant activity systems
Kaptelinin and Nardi (2006) report on a number of (Phase One),
studies which portray the various methodological identify needs, motives, and expectations of all stake-
approaches that can be employed based on CHAT. This holders (Phase Two),
study has as its basis the developmental work research identify contradictions within and between these
methodology which was proposed by Engestrm systems (Phase Three),
(1987), was used in his studies (Engestrm 2000) and present recommendations suggested by stakeholders
was applied by other researchers as well (Barab et al. through which contradictions could be resolved and
2002; Collins et al. 2002). Briefly, the basic idea sug- needs and motives could be addressed (Phase Three),
gested by Engestrm, and adapted for HCI, is that a propose features/characteristics of the proposed
new technology can induce instability and multilevel game, deriving from the proposed recommendations
tensions within or between the systems in which it is (Phase Three),
applied and an effort has then to be made so that these design and develop a prototype of the game based
contradictions can be resolved for the system to reach a on the features identified and also on supple-
temporary equilibrium (Kaptelinin & Nardi 2006); that mentary methods (e.g. HCI guidelines, using find-
is a seemingly stable condition. The contradictions ings from the science education research) (Phase
may be resolved by redesigning the instrument and Four),
reusing it within the activity system, and while this test the usability of the game and make any changes
process may lead to multiple cycles for resolving the needed so that usability issues do not inhibit students
contradictions, the activity is also under continuous efforts to interact with the game (Phase Five),
development (Bodker 1991; Mwanza 2001). The con- propose features/characteristics of the teaching
cepts of the expanded activity triangle model and con- methods to be used when the game is implemented
tradictions were the main theoretical principles that (Phase Six),
guided the process; the way these concepts guided the implement the game in a real-classroom environment
Eight-Phase methodology and analysis of data is (Phase Seven)
explained in the following section. evaluate whether the new game developed and the
Beyond the use of CHAT as the main theory that teaching methods designed positively contribute
guided the design of the game, the use of subsidiary towards the resolution of initially identified contra-

2011 Blackwell Publishing Ltd


428 D. Lazarou

Identify and define the


Activity System of Science Education and the
Teachers Activity System of Science Education Students
with the use of Computers

Identify motives, needs and expectations


of stakeholders

Identify contradictions
within and between the activity systems identified

Teachers Make recommendations for resolving the Students


contradictions and addressing the motives and
needs

Researcher
orchestrating the recommendations

Computer-Game Subsidiary Design Teaching Methods


Elements Guidelines (HCI)

Science Education
Prototype of the Computer-
Research
Game
Childrens practices when
Usability Testing playing video-games
Fig 3 Methodological steps followed for
TOOL &
designing the computer game and the
Redeveloped Computer- PEDAGOGY accompanying teaching methods for its
Game
implementation.

dictions and the fulfilment of identified needs and other researchers (Lim & Hang 2003; Hardman
motives (Phase Eight), 2005). Initially, four teachers and 20 fifth-grade
propose and illustrate a potentially redesigned activ- students from two classrooms were interviewed
ity system for teaching and learning of Expansion concerning:
and Contraction of Air (Phase Eight).
the teaching and learning practices in science educa-
A more detailed account of the methodological pro- tion in general
cesses followed is given through the separate descrip- the teaching and learning practices of abstract scien-
tions of the Eight Methodological Phases that follow. tific concepts, including the topic of expansion and
These processes are presented along with the main find- contraction of air
ings of each methodological phase in an effort to present the teaching and learning practices in science when
a temporal reconstruction of the process of the develop- computers were implemented in the lesson and
ment of the game. the students habits and practices when playing com-
puter games
Phase one: identifying and defining the relevant
In-depth, semi-structured, group interviews (two stu-
activity systems
dents) were conducted with the students. Each lasted 45
In order to identify and define the relevant activ- to 55 min and was audio-recorded. Participating stu-
ity systems that underlie the teaching and learning dents were randomly selected.
practices concerning Expansion and Contraction of The selected teachers were chosen so that they were a
Air in primary science, multiple data collection representative sample of the diversity of teachers
methods were applied so that activity systems could working under different terms and conditions in Cyprus
be examined in detail; a methodological guideline (urban/rural; in school with/without a computer lab).
suggested by Nardi (1996b) and also applied by Subsidiary data collection methods were also used

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Game design and evaluation using CHAT 429

to approach in more detail the teaching and learning 1996). Even though the teachers proposed that reali-
practices: zing all the objectives of science education in every
lesson was in practice difficult because of a variety
examination of the instruments, experiments, and of reasons (e.g. performance of dangerous experim-
textbook activities for teaching Expansion and Con- ents, unavailability of experimental materials), they
traction of Air, as proposed by the teachers and stu- suggested that these objectives underpinned the
dents textbooks, philosophy that guided all their lessons. The four
observation of two 80-minute science lessons in activity systems identified represented the four different
which there was no integration of computers so that perspectives that emerged from the analysis of the data.
teaching and learning practices could be examined Teaching or learning science education with or without
(the lessons were video-recorded), computers was regarded as different activity systems
observation of two 40-minute science lessons con- since different tools, rules, and division of labour could
ducted with the integration of computers in the be observed. For example, although teachers suggested
schools computer lab, so as to evaluate the teaching that they organized group work in most of their lessons,
and learning practices when computers were inte- with students working in groups of three or four, the
grated in the lesson. students reported that because of tensions that existed
between group members, they often tended to split
A qualitative analysis of the data was made. Identified their group by themselves in two dyads working
activity systems and contradictions were descrip- independently from one another. Therefore, it was
tively presented accompanied by data excerpts, such evident that there was a different account of the division
as excerpts from interviews of teachers or students. of labour by teachers and students. Consequently,
This approach to analysis seems to be preferred by teachers and students perspectives on how they
Engestrm in much of the research work that he has realized the teaching and learning conditions in the
carried out (Engestrm 1995, 2000, 2001). Engestrm classroom were portrayed through different activity
(2005) argues that any discourse analysis of data per- systems. Figure 4 presents the four systems identified,
formed through the lens of activity theory is neither both from the teachers and the students perspective;
similar to traditional critical discourse analysis, ethno- the underlying objective of the study emerging from this
graphic oriented discourse analysis, nor conversational figure was to introduce a redesigned activity system, by
discourse analysis. Engestrm (2005) emphasizes the designing and introducing a new computer tool for
importance of the concept of the activity as a unit of teaching Expansion and Contraction of Air, which
analysis so that any interpretations made deriving from could be shared by both students and teachers, and
discourse analysis of the various actions of the partici- equally represent these four perspectives.
pants should take into consideration the systemic activ-
ity in which they evolve; in this way, the scope of the
Phase two: identifying motives, needs,
analysis is neither too narrow nor too wide. Further-
and expectations
more, analysis of contradictions is highly important for
portraying the inherent tensions or breakdowns within A further qualitative analysis of the data revealed certain
or between the components of the activity system; pos- motives, needs, and expectations expressed by both
sibilities for redesigning or developing the activity students and teachers. Addressing all stakeholders
system are revealed in this way. motives, goals, and needs in a system, as activity theory
From the analysis of the data, four activity systems proposes, is an efficient way of gaining a comprehensive
could be identified and defined that could characterize idea of the situation and reflecting this within the design
the teaching and learning practices concerning of a new tool (Kuutti 1996; Nardi 1996a). Consequently,
Expansion and Contraction of Air.The common object identifying stakeholders motives, needs, and expecta-
of the activity systems, which was identified through the tions was of crucial importance for this study as these
interviews with the teachers, was defined as the would contribute towards the conceptualization of the
fulfilment of all the objectives of science education, as necessary elements and features of the game and of the
proposed by the Cyprus National Curriculum (MOEC teaching methods accompanying its implementation.

2011 Blackwell Publishing Ltd


430 D. Lazarou

Teachers

Teaching science education


without the use of computers

Teachers Students

Teaching science education Learning science education


with the use of computers without the use of computers

Students

Learning science education


with the use of computers
Fig 4 Activity systems identified.

It was revealed that students have certain expecta- nection between scientific knowledge and everyday life,
tions, needs, and motives that were not necessarily in and that computers in science should be integrated only
line with those expressed by the teachers concerning the when necessary.
teaching and learning practices in science education, It was also shown that teachers too have certain
either with or without the use of computers. For expectations and needs when teaching either with
example, they expected that their involvement in or without the integration of technology. These ref-
science education should be realized through fun, enter- erred mainly to the desire of teachers to achieve
taining, and game-like learning experiences; as one the curriculums objectives, to use technology as just a
student said: tool that assisted their teaching and not as a means in
itself and to combine computers with practical,
I think that the lesson is a bit boring and we dont have
hands-on experiments. For example, Teacher 2 stated
fun. I think it is suitable for older students. We want
games; we want something that would motivate us so as that:
not to say yak [exclamation which expresses repulsion]
I believe that they should be integrated in the lesson but
and to feel that we dont want to go to the science lesson
only when needed. You cant leave the experiment
(Student 11, Interview, Phase One).
behind. For example, I believe that they liked interacting
with that simulation with the electricity and the circuits
Moreover, students suggested that they should be
but if they hadnt done the practical circuits too, they
involved more actively in the learning process that they wouldnt have understood it so much (Teacher 2,
should be given more opportunities to realize the con- Interview).

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Game design and evaluation using CHAT 431

Fig 5 The main simulator of the game at


stage two.

computer tool should be produced to be used when


Phase three: from contradictions to recommendations
teaching Expansion and Contraction of Air in order
and from recommendations to game elements
to enable students to measure the quantity of the
The analysis of the data revealed several contradictions air . . . see that its only the volume expanding (Teacher
existing within or between the activity systems that 2, Interview, Phase One). Table 1 illustrates additional
seem to inhibit not only the fulfilment of the curricu- examples of how specific contradictions and recom-
lums objectives but also students and teachers needs, mendations derived from Phase One were transformed
motives, and expectations. Thirty-five specific recom- into features and elements of the game (examples one
mendations made by participating teachers and students and two). Nevertheless, in order to have a better realiza-
were the basis for conceptualizing the necessary ele- tion of these examples, the reader is advised to read first
ments, features, and characteristics of the game, so that about the scenario and structure of the game in the next
the identified contradictions could be resolved and section.
stakeholders motives and needs could be addressed. In
short, the overall aim of this phase was to move from
Phase four: development of the computer game based
contradictions towards recommendations, and from
on recommendations and game elements
recommendations towards the design of elements and
features of the game. For example, the main simulator An initial prototype of the proposed game was
of the game (Fig 5) that could enable students to simu- developed based mainly on the features, elements, and
late the behaviour of the racing cars tyre in different characteristics derived from a number of proposed
temperatures in relation to its volume and the quantity recommendations made by students and teachers during
of air in its interior, aimed at enabling students to make the interviews.
concrete observations and measurements about the phe-
nomenon despite its abstract nature. Consequently,
The designed game
the secondary contradiction that previously existed
between the object and the tool of the activity system, The game that was developed is a third-person role
which exemplified the inability of students to make game that involves students in a specific scenario in
measurements and observations (one of the aims of which they have the role of a racing car expert who is
science education as proposed by the National Curricu- called to solve a particular problem that a racing
lum) when abstract concepts are concerned (like air) company faces. The problem that the students face as
because of the unavailability of appropriate tools, could racing car experts need to solve evolves around a spe-
possibly be resolved. The simulator was conceptualized cific scenario: the tyres of a racing companys cars keep
out of teachers recommendation that an appropriate exploding during the summer races, and students must

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432

Table 1. From contradictions to recommendations and from recommendations to game or pedagogy features.

Instance from practice Identified contradiction Recommendation for resolving the Game or Pedagogy feature
identified contradiction

Example one: A contradiction exists between the Enable all students to make A simulator within the game enables
Some students often find it difficult rules teachers apply during a lesson observations while the experiments students to make repeated
to observe a dangerous experiment when a dangerous experiment is are being conducted observations about the dangerous
when this is conducted by the performed, the division of labour of (recommendation for experiment being simulated by the
teacher in front of the classroom. the classroom (students observing game-feature). game and record them through a
the experiment from their seats) and Organize the tools and the notepad and appropriate textboxes
the materialization of the first classroom in such a way that will within the game.
objective of the curriculum that enable all students to make The game is projected on a screen in
states that students should make observations (recommendation for front of the classroom during the
observations with their senses pedagogy-feature). whole-class discussion, and the
(MOEC 1996). practical experiment is organized in
such a way that all students are
enabled to make observations.
Example two: A contradiction exists between the Reduce the members of the teams Students work in pairs to complete the
The number of team-members (45) division of labour between the team from four/five to two/three. When game. Specific features and screens
may create tensions within the members and the materialization of computers are integrated in the of the game support the
team, especially when students work the fourth objective of the lesson, this is applicable only when collaboration between the team
around a computer, as they face curriculum that states that students there are available members.
difficulties in distributing the should cooperate with their team resources/computers
workload and the time that each members to complete a task (MOEC (recommendation for
one will work on the computer. 1996). game-feature).
Example three: A contradiction exists between the Provide opportunities to students or Students work in smaller groups and
There are times when group-work division of labour within the groups group of students to productively communicate and share their
creates tensions and arguments and the materialization of the third communicate their results findings from their engagement
between students, and as a objective of the curriculum that (recommendation for with the game by discussing with
consequence, students may not states that students should pedagogy-feature). other teams after they have
communicate their thoughts or communicate and record their completed the game. They also
findings or collaborate productively. observations and thoughts (MOEC communicate their thoughts and
1996). findings during the discussions that
follow.
D. Lazarou

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Game design and evaluation using CHAT 433

discuss with the companys mechanics, gather specific at home, and design guidelines derived from Science
evidence, pieces of information or clues, and use a Education Research findings concerning students
simulator to discover the solution to the problem. alternative conceptions regarding the topic of Expan-
Finally, they have to officially report and record this sion and Contraction of Air. It should be noted that the
solution by filling an appropriate electronic form from intention to use CHAT as the main theory that guided
the chief-mechanics office. In order to complete the design of the computer game does not necessarily
the game, students have to proceed through the three exclude subsidiary design methods; Kaptelinin (1996)
stages of the game. Their effort in stage one is to unlock and Nardi (1998) suggest that CHAT used in HCI
a door in order to proceed to stage two by discovering research does not reject any other techniques or
and gathering hidden objects, clues, and pieces of valu- methods of design and development of computer tools.
able information relevant to the scenario of the game. For the purposes of this research, the use of subsidiary
The main simulator of the game is located at stage two design methods contributed mainly towards the design
where students can simulate the behaviour of a tyre in of the games interface while CHAT was an appropriate
race conditions by manipulating the temperature and tool for realizing the general characteristics and fea-
making detailed observations on how these changes tures of the computer tool in relation to its specific
have an impact on the volume of the tyre and the aims.
quantity of the air inside the tyre. In stage three, stu- Certain elements and characteristics of the game
dents communicate with the chief-mechanic by using a derived from design guidelines suggested through
hidden telephone number that they discover at stage research related to psychology, semiotics, and interface
one; the chief-mechanic gives them valuable informa- design within the HCI field. For example, there was an
tion about the main problem and the password to acti- effort to maintain consistency on how new and given
vate the simulator located at stage two. Throughout the information is presented (Kress & van Leeuwen 1996)
stages of the game, students have the opportunity to by providing the user with a stable menu throughout the
discuss with the mechanic they come across in stages game. Moreover, an effort was made so that the chosen
one and two, and the chief-mechanic in stage three by image of the buttons (signifier) could be linked with
clicking on predetermined questions and getting prede- certain meaning to help students understand the actions
termined answers. These answers provide them with they refer to (signified) (Saussure, 1960, cited in Hall
significant information that scaffolds their effort to 1997).
solve the main problem of the game and their under- Additionally, findings from Science Education
standing concerning the scientific phenomenon under- Research, related to students alternative conceptions
lying the story. For example, when the students click related to the topic of Expansion and Contraction of
on the question What seems to be the problem? during Air, were also taken in consideration for conceptualiz-
the first scene of the game, they are informed by the ing crucial features of the computer game. For example,
mechanic through a predetermined answer given to as students seem to believe that air moves in a vertical
them that During the summer races, when the tempera- direction and is gathered towards the top of the con-
ture rises over 45 C, our tyres keep exploding. We dont tainer when heated (Lee et al. 1993) and that, when air
know whats wrong. This helps the students realize is sealed inside a container and is heated, more air
some of the variables of the phenomenon they are is produced (Sere 1985), a tyre was used as the main
examining. object for the games simulator and an indication of the
quantity of air within the tyre was constantly available
to users (Fig 5); as the tyre expanded or contracted
Subsidiary design guidelines for designing the
analogously when being heated, and as students could
computer game
observe from the indicator that no additional air was
The prototype of the game was also informed by produced, it was possible that students alternative
supplementary design strategies; these included sub- conceptions, as reported through research findings,
sidiary design guidelines deriving from HCI research could be tackled.
field, design guidelines derived from students every- Students practices when playing with computer
day experiences and habits when playing video games games at home, as recorded in the interviews, were also

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434 D. Lazarou

considered for conceptualizing characteristics of the


Phase six: designing and proposing an appropriate
computer game. For example, as students had suggested
pedagogy for implementing the computer game
that they like playing with the first- or third-role com-
puter games, the game that was developed had character- Someone might argue that a carefully designed game
istics that could classify it as a third-person computer remains weak without being accompanied by a suitable
game; students had the role of an expert that had to solve pedagogy that can effectively support its implementa-
a racing companys problem, and they could also ask tion. The contradictions previously identified, which
questions and get relevant answers by discussing with existed within or between the activity systems and
the racing companys mechanics. Moreover, as students seemed to inhibit both the fulfilment of the curriculums
had suggested that they like to play games in which the objectives and students and teachers needs, motives,
plot had elements of mystery, the game was designed in and expectations, were the basis for developing the
order to create this feeling for students; various pieces of pedagogy that could support the implementation of the
information related to the problem were hidden in game. Twelve specific recommendations, made by
objects and had to be discovered by the students in order participating teachers and students, were the basis for
to be able to proceed through the stages of the game e.g. conceptualizing the necessary characteristics of the
to activate the door that led to the second stage of the pedagogy in order for identified contradictions to be
game, to activate the simulator of the game, and to have addressed and resolved. The intention of this phase was
access to the telephone of the company to call the chief- to move from contradictions towards recommendations
mechanic, students had to find hidden telephone and, based on these recommendations, to design an
numbers and activation codes. appropriate pedagogy. For example, it was decided that
the developed computer game should be combined with
a practical experiment that would be conducted during
Phase five: usability testing
the last part of the lesson to resolve the contradiction
Two usability tests conducted with three pairs of stu- that existed between teachers beliefs that computers
dents provided information about necessary changes to should be implemented only when necessary (e.g. when
be made to the prototype of the computer game to abstract concepts are involved), and should be com-
eliminate usability problems and to evaluate its useful- bined with practical work in science even though teach-
ness in achieving its intended aims. Each usability ers also suggest that the implementation of computers
test lasted for approximately 90 min, and the think- seems to motivate and excite students. Additional
aloud method was used in order for students to express examples of the transition from contradictions to rec-
their reactions and make recommendations while inter- ommendations and to the pedagogy accompanying the
acting with the game. During the first test, two pairs of developed computer game are presented in Table 1 (see
fifth-grade students participated and recommended examples one and three).
specific changes. A second test with another pair of
fifth-grade students followed, leading to the complete
The proposed pedagogy for implementing the game
alteration of the games main simulator and to some
minor changes concerning the language and the fonts Briefly, concerning the pedagogy, it was decided that
that were used, and to some changes concerning navi- students would interact freely with the game in groups
gation issues. of two (with their friends) for 60 min. Then, each group
The four participating teachers also engaged with the would communicate their findings with another team
game in order to evaluate it. The think-aloud method (10 min), followed by a presentation of their joint evi-
was also used as a data collection tool. The teachers dence and conclusions in the classroom and a discus-
mainly provided comments on whether the game would sion facilitated by the teacher involving the whole class
succeed in making students understand the underlying (20 min). A practical experiment would be conducted
scientific phenomenon. They also commented and sug- during the last 20 min through which students were
gested a few changes concerning the games usability. expected to verify the findings they formed when inter-
Teachers comments led to additional of minor changes acting with the game, to enhance their conceptual
concerning the games main simulator. understanding, and to try to compare and contrast the

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Game design and evaluation using CHAT 435

practical experiment with their experience with the the contradiction previously identified between one of
computer game. the objectives of science education, which suggested
that students should make observations through their
senses and perform experiments, and the unavailability
Phase seven: implementation of the computer game
of tools to enable students perform these experiments
and data collection
and observations. Moreover, students suggested that
The developed game was implemented in two science the fact that they also engaged with a practical experi-
lessons in two fifth grade classrooms of a primary ment enabled them to verify the validity and truthful-
school, each one consisting of 21 students; the lesson ness of the conclusions they formed through their
followed the structure and procedures described engagement with the computer game. Consequently,
in Phase Six. A camcorder captured the interaction this seemed to resolve the identified contradiction that
of a pair of students with the game, another cam- suggested that even though students express their
corder was on the move and captured the discussions excitement about the use of computers in science, they
facilitated during the lesson, the teachers actions, have difficulties at the same time to be persuaded about
and the practical experiment performed, and three the truthfulness of their findings as they considered
audio-recorders were also used to record students everything the computer was showing them as artifi-
interactions while engaging with the game. Further, cial. Table 2 illustrates some representative examples
students text entries within the game were automati- of comparative extracts from the students and teach-
cally saved into text-files external to the game, and ers interviews prior to the design of the computer
their actions within the game were recorded by a game and from the data collected during the lesson
screen-recorder. when the computer game was implemented, and inter-
views with the students and the teacher after the games
implementation; these extracts reveal the potential
Phase eight: evaluation of the computer game and its
resolution of contradictions identified at the beginning
accompanying pedagogy after its implementation
of the research project.
The main focus of this phase was to reveal the extent
to which the identified contradictions reported in Phase
A redesigned activity system
One were resolved, to examine the reactions of both
the students and teacher regarding the game and the It can be argued that the introduction of the designed
pedagogy underlying its implementation, and to give computer game and its accompanying pedagogy has
the students and teachers the opportunity to make rec- led to the development of a redesigned activity system
ommendations of how the game and the pedagogy could for the teaching of Expansion and Contraction of Air,
be redeveloped. The data that were used in this phase and potentially for other abstract concepts in science
were the data collected during the implementation of education.
the game, described in Phase Seven, and follow-up First, the analysis of the data suggests that students
interviews of students who participated in the initial could now materialize all the objectives of the curricu-
interviews and an interview of the teacher who observed lum concerning Expansion and Contraction of Air that
the game. could not be materialized previously because of the
From the qualitative analysis of interviews con- abstract nature of the concepts involved, students alter-
ducted, it was shown first that most of the curriculums native conceptual frameworks, the inappropriate practi-
objectives could be materialized; the object of the cal experiments proposed by the curriculum, and the
activity that is, seemed to be fulfilled. It was also shown problematic features of the teaching and learning prac-
that the needs and motives of the teachers and the stu- tices deriving from external factors imposed on both
dents could be addressed accordingly. For example, teachers and students (e.g. overload of scientific
students could now perform dangerous experiments content, lack of time).
and make concrete observations and measurements Moreover, as for the tools for teaching Expansion
through their engagement with the game and the and Contraction of Air, all students and the teacher
games main simulator. This led to the resolution of expressed the idea that this kind of computer tool in

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436 D. Lazarou

Table 2. Comparative examples of data collected prior to the design of the game, and data collected during and after the lesson when
the game was implemented.

Object of activity system Data collected prior to the design of the Data collected during and after the
of teaching and computer game implementation of the computer game
learning of expansion
and contraction of air

Making measurements When a subject is too general or too abstract, Wait. At 30 , it is 28 (the quantity of air). And
and observations there are difficulties . . . in making at 40 , is again the same. So, no air gets in
during lessons that observations and taking the tyre. So it must be the temperature that
involve abstract measurements .. like air. helps it inflate. Lets write it down.
scientific concepts. (Teacher 3, Interview, Phase One) (Student 1, Group 6, Recorded discussion
If there was an instrument to measure the during the lesson)
quantity of the air or if we coloured the air
so that they could see that its only the
volume expanding, it would help them for
sure.
(Teacher 2, Interview, Phase One)
Realizing the connection Student 3: I dont think the things we learn It was something that could happen in our
between scientific can help us in our lives. They probably will everyday life and not just something too
knowledge acquired at when we grow up. strange for us.
school and everyday Student 4: At this stage, things we learn do (Student 9, Interview, Phase Seven)
experiences. not help us much. (Student 3 & Student 4,
Interview, Phase One)
Addressing students I think that the lesson is a bit boring and we I liked it when we tried to find a solution, it
needs and motives dont have fun. I think it is suitable for older was fun, and you were the one that was
students. We want games; we want acting, as if you were him [the role that
something that would motivate us so as not students had within the game]. Its not like
to say yuck [exclamation which express our lessons in science in which our teacher
repulsion] and to feel that we dont want to makes the experiment and we just observe.
go to the science lesson. [. . .] When we have We felt we were active yesterday and I liked
gymnastics we love it so much and we want it better. [. . .] I liked the fact that while
to go the lesson; not like when we have playing we were also learning while other
science. times in science we may be bored at some
(Student 11, Interview, Phase One) times. But with the game at the computer it
was better and I liked it.
(Student 4, Interview, Phase Seven)

science, in which students are engaged with a scenario not like playing computer games. As students believe,
and have a specified role, is a more suitable, preferable, although the computer helped them understand and
and interesting tool than stand-alone simulations. This probably provided them with valid information about
was in contradiction to their initial preference for simu- the phenomenon, they still considered what they expe-
lations, and they now expressed the opinion that such rienced as artificial and fake, as it was provided by a
simulations seemed to be de-contextualized environ- machine. Moreover, they reported that the practical
ments of limited interest to them. This opinion was also experiment assisted them in confirming their findings
shared by participating teachers. Nevertheless, both and conclusions formed within the game. Furthermore,
students and the teacher believe that a computer game with respect to discussion, students suggested that
should always be combined with a practical experiment having increased opportunities to discuss either with
to realize the scientific concepts in a more comprehen- their group mates or with their other classmates during
sive and scientifically proper way, to realize that they whole classroom discussion facilitated by the teacher
are actually doing science and not just playing a game, was beneficial to their understanding and helped them
and as an alternative option for those students who may validate the conclusions they formed in their group; a

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Game design and evaluation using CHAT 437

significant implication for teaching and learning with surrounding context which influences substantially the
technology. way an educational computer tool should be built and
As far as the Division of Labour is concerned, the implemented. By supporting the identification of con-
implemented computer game and its accompanying tradictions within and between the activity systems
pedagogy seemed to enable students to become more identified and their corresponding recommendations
active learners despite the abstract nature of the scien- leading to their resolution, the proposed methodology
tific concepts involved; students worked in pairs and seems fruitful in facilitating an effort to trace the appro-
seemed to be more active than in similar cases when priate characteristics for envisioning and conceptualiz-
abstract concepts were concerned in the lesson and ing the most suitable way in using technology in certain
have increased autonomy of their learning in order to areas in science education. Additionally, the methodol-
solve a problem and be able to discover scientific ogy attempts to provide a practical way through which
knowledge, which seems to be in contrast to how they CHAT can be used at the initial stages of the design of a
realized their role until now. As Student 4 reported: tool and the way the theory can be used not only as a
failure analysis tool (identification of contradictions)
I liked it when we tried to find a solution, it was fun, and but also as a tool for offering specific recommendations
you were the one that was acting, as if you were him [the that could lead to the resolution of the identified ten-
role that students had within the game]. Its not like our sions, responding in this way to two main points of
lessons in science in which our teacher makes the experi-
Rochelles critique of the use of activity theory in sys-
ment and we just observe. We felt we were active yester-
day and I liked it better. (Student 4, Interview, Phase tems design (1998). Nevertheless, it should be noted
Eight) that the proposed methodology makes an effort to
respect the legacy and importance of HCI by integrating
Lastly, through this process, the needs and motives of certain guidelines deriving from that research field. For
both the teacher and the students seemed to be example, an effort was made so that the game had a con-
addressed appropriately, not only for achieving cogni- sistency on how new and given information is presented
tive objectives but also for addressing personal interests. to the user, or to take into consideration the notion of the
Nevertheless, it must be noted that new contradic- signifier and the signified for designing the buttons.
tions have already emerged within this redesigned activ- Lastly, findings and suggestions deriving from the
ity system, which refer to the tool, the division of labour, science education research field are also taken into con-
and the rules, but no reference will be made to them as sideration through the proposed methodology. This is
this study deals only with the first production cycle of something that seems to empower the design of the tool
the computer game. However, these provide evidence and strengthen its value to efficiently confront students
for the potential further development of the activity alternative conceptual frameworks regarding the scien-
system. tific subject being examined.
The role of CHAT was crucial in realizing the aims of
the research. CHAT was used as a methodological and
Conclusion
analytical tool to guide the design of a new computer
This research study demonstrates and proposes an tool and its accompanying pedagogy. Identified activity
eight-phase methodology for designing and developing systems, based on Engestrms expanded activity tri-
computer tools for science education based on CHAT angle model (Engestrm 1987), were the main units of
(Fig 3). The methodology consists of well-defined analysis that guided the whole process. Additionally,
guidelines, which seem appropriate not only for the the role of contradictions was crucial in realizing the
design and development of the game and the pedagogy numerous and complex connections that existed
for its implementation but also for the validation of the between the seemingly unrelated and obscure activity
extent to which these guidelines were able to achieve systems that were identified. Consequently, this study
their intended aims. The methodology takes advantage also points out the importance of the common vocabu-
of the potential of CHAT in realizing not only the needs, lary that activity theory can offer in a field like HCI as
motives, and expectations of various stakeholders other researchers have supported until now (Nardi
within their own context but also the crucial role of the 1996a; Rajkumar 2006).

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438 D. Lazarou

The use of CHAT was essential for the production of


Acknowledgements
the proposed computer game not only as a usable but
also as a useful tool; usable in a sense that it mediated Special thanks to Dr Martin Owen, Professor Rosam-
appropriately the fulfilment of the objectives of the cur- und Sutherland, and Professor Sibel Erduran for their
riculum that could not previously be materialized invaluable guidance and productive comments.
because of the abstractedness of the concepts involved,
and useful in a sense that the design was based on teach-
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