Computer technologies for learning environments have been introduced
with great expectations for improved learning outcomes. However,
the great improvements have not materialised; some of these extant
studies are examined. Of all the explanations for these disappointing
results, the least examined are the affordances of the computer tools.
This paper provides a rationale for studying affordances and presents
two studies in K-12 and undergraduate settings showing how powerful
affordances are in affecting outcomes. Finally, the paper presents
guidelines on how to gradually move students from a game affordance
of a computer to a learning mode.
%0 Journal Article
%1 Wijekumar:2006:bjet
%A Wijekumar, Kay J.
%A Meyer, Bonnie J. F.
%A Wagoner, Diane
%A Ferguson, Lon
%D 2006
%J British J. of Educational Technology
%K imported thesis
%N 2
%P 191--209
%R 10.1111/j.1467-8535.2005.00528.x
%T Technology affordances: the `real story' in research with K-12 and
undergraduate learners
%V 37
%X Computer technologies for learning environments have been introduced
with great expectations for improved learning outcomes. However,
the great improvements have not materialised; some of these extant
studies are examined. Of all the explanations for these disappointing
results, the least examined are the affordances of the computer tools.
This paper provides a rationale for studying affordances and presents
two studies in K-12 and undergraduate settings showing how powerful
affordances are in affecting outcomes. Finally, the paper presents
guidelines on how to gradually move students from a game affordance
of a computer to a learning mode.
@article{Wijekumar:2006:bjet,
abstract = {Computer technologies for learning environments have been introduced
with great expectations for improved learning outcomes. However,
the great improvements have not materialised; some of these extant
studies are examined. Of all the explanations for these disappointing
results, the least examined are the affordances of the computer tools.
This paper provides a rationale for studying affordances and presents
two studies in K-12 and undergraduate settings showing how powerful
affordances are in affecting outcomes. Finally, the paper presents
guidelines on how to gradually move students from a game affordance
of a computer to a learning mode.},
added-at = {2017-03-16T11:50:55.000+0100},
author = {Wijekumar, Kay J. and Meyer, Bonnie J. F. and Wagoner, Diane and Ferguson, Lon},
biburl = {https://www.bibsonomy.org/bibtex/2231ca5adeeb196a6eccf8a1fb9f3ce69/krevelen},
doi = {10.1111/j.1467-8535.2005.00528.x},
interhash = {19420b1219a661ab329bce38259fff15},
intrahash = {231ca5adeeb196a6eccf8a1fb9f3ce69},
journal = {British J. of Educational Technology},
keywords = {imported thesis},
month = mar,
number = 2,
owner = {Rick},
pages = {191--209},
timestamp = {2017-03-16T11:54:14.000+0100},
title = {Technology affordances: the `real story' in research with K-12 and
undergraduate learners},
volume = 37,
year = 2006
}