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Dive into the research topics where Judy Perry is active.

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Featured researches published by Judy Perry.


computer supported collaborative learning | 2005

Mystery at the museum: a collaborative game for museum education

Eric Klopfer; Judy Perry; Kurt Squire; Mingfong Jan; Constance Steinkuehler

Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between visitors. The feedback from the participants suggested that the combination of depth and breadth was engaging and effective in encouraging them to think about the museums exhibits. The roles that were an integral part of the game turned out to be extremely effective in engaging pairs of participants with one another. Feedback from parents was quite positive in terms of how they felt it engaged them and their children. These results suggest that further explorations of technology-based museum experiences of this type are wholly appropriate.


Journal of Computer Assisted Learning | 2012

Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example

Eric Klopfer; Josh Sheldon; Judy Perry; Vivian Hsueh-Hua Chen

This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.


computer supported collaborative learning | 2005

Collaborative learning through augmented reality role playing

Eric Klopfer; Judy Perry; Kurt Squire; Mingfong Jan

This research investigates the potential of Augmented Reality (AR) technologies, specifically handheld computers, to create an emotionally compelling, rich context for collaborative learning. Building on work in collaborative learning, we sought to design games requiring positive interdependence, promotive interaction, individual accountability, interpersonal and small group skills, and group processing. While the collaboration within groups was strong and successful in the first generation AR games, the collaboration between groups was limited or non-existent. Several new game play elements added to a new engine created a more dynamic game play experience. These features included time dependence, cascading events and distinct player roles. In subsequent iterations of AR games, we have found these new features to be effective at fostering collaboration, which in turn scaffolds a more authentic investigation process


Evolution: Education and Outreach | 2009

Addressing Undergraduate Student Misconceptions about Natural Selection with an Interactive Simulated Laboratory

Joel K. Abraham; Eli Meir; Judy Perry; Jon C. Herron; Susan Maruca; Derek Stal

Although evolutionary theory is considered to be a unifying foundation for biological education, misconceptions about basic evolutionary processes such as natural selection inhibit student understanding. Even after instruction, students harbor misconceptions about natural selection, suggesting that traditional teaching methods are insufficient for correcting these confusions. This has spurred an effort to develop new teaching methods and tools that effectively confront student misconceptions. In this study, we designed an interactive computer-based simulated laboratory to teach the principles of evolution through natural selection and to correct common student misconceptions about this process. We quantified undergraduate student misconceptions and understanding of natural selection before and after instruction with multiple-choice and open-response test questions and compared student performance across gender and academic levels. While our lab appeared to be effective at dispelling some common misconceptions about natural selection, we did not find evidence that it was as successful at increasing student mastery of the major principles of natural selection. Student performance varied across student academic level and question type, but students performed equally across gender. Beginner students were more likely to use misconceptions before instruction. Advanced students showed greater improvement than beginners on multiple-choice questions, while beginner students reduced their use of misconceptions in the open-response questions to a greater extent. These results suggest that misconceptions can be effectively addressed through computer-based simulated laboratories. Given the level of misconception use by beginner and advanced undergraduates and the gains in performance recorded after instruction at both academic levels, natural selection should continue to be reviewed through upper-level biology courses.


Computers in The Schools | 2014

UbiqBio: Adoptions and Outcomes of Mobile Biology Games in the Ecology of School

Judy Perry; Eric Klopfer

The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year study, researchers developed four biology-themed UbiqGames and curricula. An analysis of gameplay patterns and posttest data suggests that both male and female students played the games. Correlation of content knowledge gains with specific game design attributes (e.g., simulation feedback and depth of content) suggested areas for further research on “casual” learning games.


Journal of Science Education and Technology | 2007

On Location Learning: Authentic Applied Science with Networked Augmented Realities

Eric Rosenbaum; Eric Klopfer; Judy Perry


American Biology Teacher | 2007

College Students' Misconceptions About Evolutionary Trees

Eli Meir; Judy Perry; Jon C. Herron; Joel G. Kingsolver


Journal of Science Education and Technology | 2005

Using Palm Technology in Participatory Simulations of Complex Systems: A New Take on Ubiquitous and Accessible Mobile Computing

Eric Klopfer; Susan A. Yoon; Judy Perry


CBE- Life Sciences Education | 2008

Evaluating Two Approaches to Helping College Students Understand Evolutionary Trees through Diagramming Tasks

Judy Perry; Eli Meir; Jon C. Herron; Susan Maruca; Derek Stal


foundations of digital games | 2010

Weatherlings: a new approach to student learning using web-based mobile games

Josh Sheldon; Judy Perry; Eric Klopfer; Jennifer Ong; Vivian Hsueh-Hua Chen; Pei Wen Tzuo; Louisa Rosenheck

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Eric Klopfer

Massachusetts Institute of Technology

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Josh Sheldon

Massachusetts Institute of Technology

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Jon C. Herron

University of Washington

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Kurt Squire

University of Wisconsin-Madison

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Mingfong Jan

University of Wisconsin-Madison

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Susan A. Yoon

University of Pennsylvania

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Chuan Zhang

Massachusetts Institute of Technology

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Constance Steinkuehler

University of Wisconsin-Madison

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