Beaumie Kim
Nanyang Technological University
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Publication
Featured researches published by Beaumie Kim.
computer supported collaborative learning | 2011
Suneeta Pathak; Beaumie Kim; Michael J. Jacobson; Baohui Zhang
Earlier quantitative studies in computer-supported collaborative learning identified ‘Productive Failure’ (Kapur, Cognition and Instruction 26(3):379–424, 2008) as a phenomenon in which students experiencing relative failures in their initial problem-solving efforts subsequently performed better than others who were in a condition not involving an initial failure. In this qualitative study, we examine the problem-solving dynamics of two dyads: a Productive Failure (PF) dyad who initially received a low-structured activity and a Non-Productive Failure (N-PF) dyad who initially received a high-structured activity. Both dyads then received an identical high-structured problem-solving activity. This process was repeated using multiple sets of problems, and this paper will discuss two sets. Interactions of the two dyads were logged. Data for this study included video conversations of the dyads, screen captures of their use of a computer model, and their submitted answers. Results indicated that initial struggle and failed attempts provided an opportunity to the PF dyad to expand their observation space and thus engage deeply with the computer model. Over-scripting proved to be detrimental in creation of a mutual meaning-making space for the N-PF dyad. This paper suggests that the relative success of the PF dyad might be viewed in terms of induction of reflective reasoning practices.
web intelligence | 2008
Michael J. Jacobson; Chunyan Miao; Beaumie Kim; Zhiqi Shen; Mark Chavez
This paper describes ongoing learning and intelligent agent research involving a new class of educational Interactive and Digital Media (IDM) that integrates computational intelligent agents with the functionality and affordances of 3D Multi-User Virtual Environment (MUVE). This research builds upon a proof-of-concept VIRTUAL SINGAPURA immersive learning environment project. Ongoing technical development work and planned learning research are described.
Interactive Learning Environments | 2015
Michael J. Jacobson; Beaumie Kim; Suneeta Pathak; Baohui Zhang
This research explores issues related to the sequencing of structure that is provided as pedagogical guidance. A study was conducted that involved grade 10 students in Singapore as they learned concepts about electricity using four NetLogo Investigations of Electricity agent-based models. It was found that the low-to-high structure learning sequences group participants scored significantly higher on the posttest assessments of conceptual and procedural understanding of electricity concepts, whereas the high-to-high structure learning sequences showed no significant changes from pretest to posttest. The implications of these findings are discussed with respect to other research into the sequencing and design of pedagogical structure and guidance in the literature.
Interactive Learning Environments | 2015
Beaumie Kim; Lynde Tan; Katerine Bielaczyc
Interactive Learning Environments (ILE) journal represents strong scholarly work on giving learners control of their own learning (e.g. Volume 23, Issue 1, 2015) with the use of innovative learning technologies (e.g. Volume 23, Issue 2, 2015). We believe that positioning learners as active meaning makers is changing the landscape of what we may call interactive learning environments. ILE is concerned with “all aspects of the design and use of interactive learning environments in the broadest sense” (ILE, n.d.). In this special issue, we purport to interrogate and further our understanding of the commonly cited term, design, specifically learner-generated designs. This issue brings together scholars from multiple disciplines, including learning sciences, literacy studies, science education, digital media, and pedagogy, to examine the notion of learner-generated designs in both formal and informal learning environments. Multidisciplinary perspectives provide ways of understanding how learners take hold of their culture of learning, shaping it to be more participatory, communicative, collaborative, and digital. Throughout the special issue, the authors suggest an emergent culture of learning that engages learners in reifying their knowledge and identity through artifacts and discourse. This is the common thread weaving through each paper’s examination of learner-generated designs. We argue that learner-generated designs provide opportunities for learners to bring in their objects or ideas of significance to engage in pedagogic discourse with their peers and teachers or mentors. Learner-generated designs focus the discourse on the learners’ ways of being, doing, and knowing; identity; and embodied experiences of artifacts in different domains of their lives. In this editorial commentary, we draw on the authors’ research to elucidate the notion of learner-generated designs. The individual contributions showcase empirical analyses of learners’ artifacts of learning and group discourse to examine learner-generated designs and their practices of participating in both online and offline learning environments. Their research questions address how their pedagogical designs bring out learners’ agency as well as what learners’ designs mean in their contexts. Drawing on Engle and colleagues’ (2011) notion of Expansive framing, Zuiker and Wright (2015, this issue) connect gardening practices with scientific practices, which relocate science learning in the everyday setting of the school garden. Other authors attend to young people’s digital media productions such as online writing
Archive | 2015
Lynde Tan; Beaumie Kim
There is a general agreement that adolescents are not only using a wide range of digital media but also developing a new culture of learning as they use it. Drawing on two separate studies on adolescent digital literacy practices, this chapter expounds on the commonly cited term, learning by doing. We argue that learning by doing is integral to the adolescents’ school and everyday lives. The arguments put forward in this chapter are drawn from a social view of literacy to understand adolescents’ use of digital media in and out of school. Using an ethnographic perspective to researching adolescents’ literacy practices, this chapter provides illustrative ethnographic accounts of how learning by doing is enacted in adolescents’ school and out-of-school literacy practices. We hope that the ethnographic accounts are able to inform educators on the emerging culture of learning in adolescents’ digital literacy practices and open up new vistas for redesigning learning environments that are more relevant to adolescents’ lifeworlds in the digital media age.
International Journal of Arts and Technology | 2013
Beaumie Kim; Lynde Tan; Mi Song Kim
This paper argues that in ‘educational’ game development, there is often a gap between design and learning. It suggests how involving learners in the design process, known as the informant design approach, is able to close this gap. One key affordance of such an approach is the provision of learning opportunities for the learners themselves where designing and learning are intertwined. Specifically, learners had opportunities to use their experiences as their resources for learning and game design. They were capable of drawing on their knowledge of their lifeworlds, particularly adolescents’ gaming culture and Earth phenomena, when suggesting game ideas for learning.
computer supported collaborative learning | 2009
Suneeta Pathak; Beaumie Kim; Michael J. Jacobson; Baohui Zhang
This paper presents a process-oriented case study of successes and failures in collaborative inquiry. The interactions of pairs were recorded and transcribed while they were engaged in learning activities, mediated by agent-based NetLogo electricity models. Transcripts of learner interactions were coded for engagements in science inquiry. The purpose of this paper is to articulate the dynamics of collaborative science inquiry approach resulting from varied scaffolding and consistent scaffolding in learning activities. Our findings indicate that students under a varied scaffolding approach were more deeply engaged in inquiry process and performed better on model-based explanations.
Archive | 2014
Beaumie Kim; Lynde Tan; Seng Chee Tan
Infusing games into classroom teaching and learning has been a keen interest among researchers and educators. Game-based learning offers potentials for creating twenty-first century learning environment that promises to better engage our digital generation. Yet, creating educational games that both engage learners and address schools’ educational goals remains a challenge when designing games for education. As a response to the perennial problem, we suggest it may be worthwhile to draw on students’ funds of knowledge and practices of playing games and learning in and out of school when developing games for learning. We shift the educational gaze on this issue from the teachers’ perspectives to that of the learners’ to examine the cultural models of the latter’s lifeworlds, related to learning with games. Specifically, we present the cultural models of learning, technology, and aesthetics that learners themselves surfaced in an informant design approach. In this approach, five progressive design workshops were conducted as part of a three-year research program conducted with two Singapore secondary schools. Twenty-two students between the age of thirteen and fifteen participated as design partners or informants where their ideas about Earth and computer games were explored. The cultural models presented in this chapter constitute a part of the findings from these workshops. This chapter puts forward the merits of positioning learners as resources not only for their own learning, but also as co-designers of the game to be used as a learning tool. We conclude that accessing learners’ cultural models is important to avoid designing twenty-first century pedagogies that are based on assumed needs.
Instructional Science | 2007
Beaumie Kim; Thomas C. Reeves
Archive | 2008
Suneeta Pathak; Michael J. Jacobson; Beaumie Kim; Baohui Zhang; Feng Deng