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Dive into the research topics where Richard Halverson is active.

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Featured researches published by Richard Halverson.


Educational Researcher | 2001

Investigating School Leadership Practice: A Distributed Perspective

James P. Spillane; Richard Halverson; John B. Diamond

actions, and interactions of school leadership as they unfold together in the daily life of schools. The research program involves in-depth observations and interviews with formal and informal leaders and classroom teachers as well as a social network analysis in schools in the Chicago metropolitan area. We outline the distributed framework below, beginning with a brief review of the theoretical underpinnings for this work—distributed cognition and activity theory—which we then use to re-approach the subject of leadership practice. Next we develop our distributed theory of leadership around four ideas: leadership tasks and functions, task enactment, social distribution of task enactment, and situational distribution of task enactment. Our central argument is that school leadership is best understood as a distributed practice, stretched over the school’s social and situational contexts.


Journal of Curriculum Studies | 2004

Towards a theory of leadership practice: a distributed perspective

James P. Spillane; Richard Halverson; John B. Diamond

School‐level conditions and school leadership, in particular, are key issues in efforts to change instruction. While new organizational structures and new leadership roles matter to instructional innovation, what seems most critical is how leadership practice is undertaken. Yet, the practice of school leadership has received limited attention in the research literature. Building on activity theory and theories of distributed cognition, this paper develops a distributed perspective on school leadership as a frame for studying leadership practice, arguing that leadership practice is constituted in the interaction of school leaders, followers, and the situation.


Phi Delta Kappan | 2005

Video Games and the Future of Learning

David Williamson Shaffer; Kurt R. Squire; Richard Halverson; James Paul Gee

Will video games change the way we learn? We argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. We argue that to understand the future of learning, we have to look beyond schools to the emerging arena of video games. We suggest that video games matter because they present players with simulated worlds: worlds which, if well constructed, are not just about facts or isolated skills, but embody particular social practices. Video games thus make it possible for players to participate in valued communities of practice and as a result develop the ways of thinking that organize those practices. Most educational games to date have been produced in the absence of any coherent theory of learning or underlying body of research. We argue here for such a theory—and for research that addresses the important questions about this relatively new medium that such a theory implies. Video games and the future of learning Page 3 Video games and the future of learning Computers are changing our world: how we work... how we shop... how we entertain ourselves... how we communicate... how we engage in politics... how we care for our health.... The list goes on and on. But will computers change the way we learn? We answer: Yes. Computers are already changing the way we learn—and if you want to understand how, look at video games. Look at video games, not because games that are currently available are going to replace schools as we know them any time soon, but because they give a glimpse of how we might create new and more powerful ways to learn in schools, communities, and workplaces—new ways to learn for a new information age. Look at video games because, although they are wildly popular with adolescents and young adults, they are more than just toys. Look at video games because they create new social and cultural worlds: worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. We want to be clear from the start that video games are no panacea. Like books and movies, they can be used in anti-social ways. Games are inherently simplifications of reality, and current games often incorporate—or are based on—violent and sometimes misogynistic themes. Critics suggest that the lessons people learn from playing video games as they currently exist are not always desirable. But even the harshest critics agree that we learn something from playing video games. The question is: how can we use the power of video games as a constructive force in schools, homes, and at work? In answer to that question, we argue here for a particular view of games—and of learning—as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe Page 4 Video games and the future of learning an approach to the design of learning environments that builds on the educational properties of games, but deeply grounds them within a theory of learning appropriate for an age marked by the power of new technologies. Video games as virtual worlds for learning The first step towards understanding how video games can (and we argue, will) transform education is changing the widely shared perspective that games are “mere entertainment.” More than a multi-billion dollar industry, more than a compelling toy for both children and adults, more than a route to computer literacy, video games are important because they let people participate in new worlds. They let players think, talk, and act—they let players inhabit—roles otherwise inaccessible to them. A 16 year old in Korea playing Lineage can become an international financier, trading raw materials, buying and selling goods in different parts of the virtual world, and speculating on currencies. A Deus Ex player can experience life as a government special agent, where the lines between state-sponsored violence and terrorism are called into question. These rich virtual worlds are what make games such powerful contexts for learning. In game worlds, learning no longer means confronting words and symbols separated from the things those words and symbols are about in the first place. The inverse square law of gravity is no longer something understood solely through an equation; students can gain virtual experience walking on worlds with smaller mass than the Earth, or plan manned space flights that require understanding the changing effects of gravitational forces in different parts of the solar system. In virtual worlds, learners experience the concrete realities that words and symbols describe. Through such experiences, across multiple contexts, learners can understand Page 5 Video games and the future of learning complex concepts without losing the connection between abstract ideas and the real problems they can be used to solve. In other words, the virtual worlds of games are powerful because they make it possible to develop situated understanding. Although the stereotype of the gamer is a lone teenager seated in front of a computer, game play is also a thoroughly social phenomenon. The clearest examples are massively multiplayer online games: games where thousands of players are simultaneously online at any given time, participating in virtual worlds with their own economies, political systems, and cultures. But careful study shows that most games—from console action games to PC strategy games—have robust game playing communities. Whereas schools largely sequester students from one another and from the outside world, games bring players together, competitively and cooperatively, into the virtual world of the game and the social community of game players. In schools, students largely work alone with school-sanctioned materials; avid gamers seek out news sites, read and write faqs, participate in discussion forums, and most importantly, become critical consumers of information. Classroom work rarely has an impact outside of the classroom; its only real audience is the teacher. Game players, in contrast, develop reputations in online communities, cultivate audiences as writers through discussion forums, and occasionally even take up careers as professional gamers, traders of online commodities, or game modders and designers. The virtual worlds of games are powerful, in other words, because playing games means developing a set of effective social practices. By participating in these social practices, game players have an opportunity to explore new identities. In one well-publicized case, a heated political contest erupted for the president 1 As Julian Dibbell, a journalist for Wired and Rolling Stone, has shown, it is possible to make a better living trading online currencies than one does as a freelance journalist! Page 6 Video games and the future of learning of Alphaville, one of the towns in The Sims Online. Arthur Baynes, the 21 year old incumbent was running against Laura McKnight, a 14 year old girl. The muckraking, accusations of voter fraud, and political jockeying taught young Laura about the realities of politics; the election also gained national attention on NPR as pundits debated the significance of games where teens could not only argue and debate politics, but run a political system where the virtual lives of thousands of real players were at stake. The substance of Laura’s campaign, political alliances, and platform—a platform which called for a stronger police force and an overhaul of the judicial system—shows how deep the disconnect has become between the kinds of experiences made available in schools and those available in online worlds. The virtual worlds of games are rich contexts for learning because they make it possible for players to experiment with new and powerful identities. The communities that game players form similarly organize meaningful learning experiences outside of school contexts. In the various web sites devoted to the game Civilization, for example, players organize themselves around shared goal of developing expertise in the game and the skills, habits, and understandings that requires. At Apolyton.net (a site devoted to the game), players post news feeds, participate in discussion forums, and trade screenshots of the game. But they also run a radio station, exchange saved game files in order to collaborate and compete, create custom modifications, and, perhaps, most uniquely, run their own University to teach other players to play the game more deeply. Apolyton University shows us how part of expert gaming is developing a set of values—values that highlight enlightened risk-taking, entrepreneurialship, and expertise, rather than formal accreditation emphasized by institutional education (Beck & Wade, 2004). If we look at the development of


Journal of Computer Assisted Learning | 2010

The second educational revolution: rethinking education in the age of technology

Allan Collins; Richard Halverson

This paper drew upon a recent book (Rethinking Education in the Age of Technology) to summarize a number of prospects and challenges arising from the appropriation of digital technology into learning and educational practice. Tensions between traditional models of schooling and the affordances of digital media were noted, while the promise of these technologies for shaping a new system of education was reviewed. It was argued that new technology brings radical opportunities but also significant challenges. The urgency of seeking a coherent model for the future of education in a technological age was stressed.


American Journal of Education | 2004

Accessing, Documenting, and Communicating Practical Wisdom: The Phronesis of School Leadership Practice

Richard Halverson

Successful school leaders rely on a complex blend of knowledge, skill, theory, disposition, and values in their work to improve student learning. Recent research has called for methods to access, represent, and communicate what successful school leaders know. Aristotle’s concept of “phronesis,” or practical wisdom, captures the scope of such knowledge but also points out the difficulties of representing practical knowledge apart from the context of exercise. This article argues that the artifacts, such as policies, programs, and procedures, that school leaders develop and use can serve as occasions to document the expression of phronesis in context. Developing phronetic narratives of how successful leaders use artifacts to establish the conditions for improving student learning provides a significant resource to guide the learning of aspiring school leaders.


Journal of Computing in Teacher Education | 2010

How New Technologies Have (and Have Not) Changed Teaching and Learning in Schools.

Richard Halverson; Annette Smith

Abstract Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of assessment and instructional technologies that help promote learning for all students, whereas technologies for learners, such as mobile devices, video games, and social networking sites, are typically excluded from school contexts. The paper considers how these contrasting models of technology use will come to shape schools and learning in a pluralistic society.


Peabody Journal of Education | 2010

School Formative Feedback Systems.

Richard Halverson

Data-driven instructional improvement relies on developing coherent systems that allow school staff to generate, interpret, and act upon quality formative information on students and school programs. This article offers a formative feedback system model that captures how school leaders and teachers structure artifacts and practices to create formative information flows across interventions, assessments, and actuation spaces. A formative feedback system model describes the organizational capacity upon which innovations such as comprehensive school reforms, benchmark assessment systems, and student behavior management systems draw to improve teaching and learning in schools.


Teachers College Record | 2017

How Leaders Agree with Teachers in Schools on Measures of Leadership Practice: A Two-Level Latent Class Analysis of the Comprehensive Assessment of Leadership for Learning

Alex J. Bowers; Marsha Modeste; Jason Salisbury; Richard Halverson

Background: Across the recent research on school leadership, leadership for learning has emerged as a strong framework for integrating current theories, such as instructional, transformational, and distributed leadership as well as effective human resource practices, instructional evaluation, and resource allocation. Yet, questions remain as to how, and to what extent teachers and leaders practice the skills and tasks that are known to be associated with effective school leadership, and to what extent do teachers and leaders agree that these practices are taking place in their school. Purpose of the Study: We examine these issues through applying a congruency-typology model to the validation sample of the Comprehensive Assessment of Leadership for Learning (CALL), (117 schools across the US, including 3,367 teachers and their school leaders) to examine the extent to which there may be significantly different subgroups of teacher and leader responders to the survey, how these subgroups may cluster non-randomly in schools, and to what extent the subgroups of teachers and principals This document is a preprint of a manuscript published in the journal Teachers College Record. Citation: Bowers, A. J., Blitz, M., Modeste, M., Salisbury, J., & Halverson, R. (2017) How Leaders Agree with Teachers in Schools on Measures of Leadership Practice: A Two-Level Latent Class Analysis of the Comprehensive Assessment of Leadership for Learning. Teachers College Record, 119(4). http://www.tcrecord.org/Content.asp?ContentId=21677 The research reported in this paper was supported by the U.S. Department of Education Institute of Education Sciences (Award R305A090265) and by the Wisconsin Center for Education Research, School of Education, University of Wisconsin–Madison. Any opinions, findings, or conclusions expressed in this chapter are those of the authors and do not necessarily reflect the views of the funding agencies, WCER, or cooperating institutions. Note: A previous version of this manuscript was presented at the 2013 annual meeting of the University Council for Educational Administration (UCEA). Indianapolis, IN 3 Alex J. Bowers ([email protected]); Teachers College, Columbia University; [email protected]; 525 W. 120 Street, New York, New York 10027. ORCID: 0000-0002-5140-6428 are aligned or not on their perception that the skills and practices of leadership for learning take place in their school. Research Design: We used multilevel latent class analysis (LCA) to identify significantly different types of teacher and leader responders to CALL, including a cross-level interaction to examine the extent to which there is a typology model of teacher responders across schools and the extent to which the teacher subgroup responses align with the leader of the school. Findings: We find that there are three statistically significant different subgroups of teacher responders to CALL, Low (31.4%), Moderate (43.3%), and High (25.4%). In addition, these subgroups cluster non-randomly across three different types of schools: schools with low leadership for learning (40.2%), moderate leadership for learning (47.0%), and the smallest subgroup, schools with high leadership for learning (12.8%). Conclusions: Our findings suggest that a congruencytypology model of leadership for learning is useful for understanding the context of practice, as schools may be on a continuum of practice in which there is strong alignment between teacher and leader responder types in the low and high schools – indicating problematic or beneficial contexts – but that leaders in the moderate type may be working to move their school towards instructional improvement through leadership for learning. As a quantitative phenomenology, this study provides a rich contextual analysis of the relationship between teachers and leaders on a multisource feedback survey of leadership for learning in schools.


Educational Administration Quarterly | 2006

Evaluation in the Wild: A Distributed Cognition Perspective on Teacher Assessment

Richard Halverson; Matthew Clifford

Purpose: The authors adapted distributed cognition theory to provide a detailed account of how schoolleaders use knowledge of the new programs, existing initiatives, andschool contexts to guide policy implementation. Research Design: The study used distributed cognition theory to show how policy implementation studies provide an occasion to understand the influence of context on practice. The article focuses on a case study of (a) a suburban district design of a teacher evaluation policy and (b) a principal’s effort to use the evaluation program with the teachers in her middleschool.The authors adaptedthe distributedcognitiontheory to provide ananalytic framework to better address the issues of school leadership. Findings: The authors found that the design of the policy required teacher evaluators to address the tensions between summative and formative evaluation implicit in the program design. In this case, the principal relied heavily on her discretion to determine which features of the teacher evaluationpolicywouldbe emphasizedwith different teachers. The case also providedinsightinto how the principalreconciledthe demandsof evaluation with ongoing instructional and personnel demands. Conclusions: The distributed cognition framework provided a valuable tool for organizing close studies of the cognitive and contextual dimensions of leadership practice and can provide valuable information about how policies can be designed and used to shape real changes in everyday practice.


The international journal of learning | 2014

Game-based assessment: an integrated model for capturing evidence of learning in play

Richard Halverson; V. Elizabeth Owen

This paper presents the assessment data aggregator for game environments (ADAGE), a click-stream data framework designed to test whether click-stream data can provide reliable evidence of learning. As digitally-based games become increasingly prevalent in both formal and informal learning environments, robust research and assessment vehicles within well-designed games become vital. A central challenge with this video games research in education is to demonstrate evidence of player learning. Rather than ignore the motivating and information-rich features of games in capturing learning, assessment designers need to attend to the ways in which game-play itself can provide a powerful new form of assessment. This requires learning researchers to think of games as both intervention and assessment; and to develop methods for using the internal structures of games as paths for evidence generation to document learning. ADAGE consists of two main layers: 1) the semantic template that determines which click-stream data events could be indicators of learning; 2) the learning telemetry that captures data for analysis. This study highlights how ADAGE was implemented in science game to provide a wealth of in-game player data indicative of both gameplay and learning progress to reveal important relationships between kinds of success, failure and learning in the game.

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Allan Collins

University of Wisconsin-Madison

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David Williamson Shaffer

University of Wisconsin-Madison

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John B. Diamond

University of Wisconsin-Madison

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Christopher N. Thomas

University of Wisconsin-Madison

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James Paul Gee

Arizona State University

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Jignesh M. Patel

University of Wisconsin-Madison

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Kurt R. Squire

University of Wisconsin-Madison

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