Benjamin Devane

Benjamin Devane

Doctor of Philosophy

About

26
Publications
16,889
Reads
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503
Citations
Citations since 2016
8 Research Items
223 Citations
20162017201820192020202120220102030
20162017201820192020202120220102030
20162017201820192020202120220102030
20162017201820192020202120220102030
Introduction
Benjamin Devane currently works at the Department of Psychological and Quantitative Foundations, University of Iowa. Benjamin does research in Learning Sciences, Communication and Media, and Educational Technology.
Additional affiliations
August 2013 - present
University of Iowa
Position
  • Professor (Assistant)
January 2005 - August 2010
University of Wisconsin–Madison
Position
  • Research Assistant
Education
August 2004 - July 2010
University of Wisconsin–Madison
Field of study
  • Curriculum & Instruction

Publications

Publications (26)
Article
Full-text available
Drawing on data from a 3-year ethnographic research study of CivWorld, a game-based learning community for youth, this article argues for an ecological view of identity and learning with games rather than a model focused predominantly on in-game roles. This analysis investigates an 8-year-old participant in the community named Salim as he moves tow...
Chapter
Full-text available
Activity theory is a social psychological framework that grew out of two theoretical pillars of Soviet psychological thought in the 1920s and 1930s: Vygotskian cultural-historical psychology and praxis-focused Marxist materialism. Activity theory, also sometimes called Cultural Historical Activity Theory (or CHAT) seeks to create an account of huma...
Article
Full-text available
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective...
Article
Full-text available
This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game—they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in p...
Conference Paper
Full-text available
Multi-user tabletops can support parent-child STEM learning experiences. This paper presents pilot data from seven parent-child dyad play sessions, with two example case studies of individual dyads, examining parent-child (age 4 to 8) communicative acts, affect, and collaboration during digital tabletop gameplay. Overall, more collaborative than pa...
Conference Paper
Full-text available
A child's visit to a children's museum is greatly influenced by the adults that accompany them. This paper presents initial work on adult engagement in children's museums, the stances they take, and how the environment may impact these stances. To do so, we build off both Falk and Storksdieck's (2005) contextual model for learning and Shina and Aco...
Article
Full-text available
Purpose This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of 5-8 years old and accompanying adults, this interactive tabletop game encourages players to build a skatepark and then skate through it with a skater character. Th...
Article
Full-text available
Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interp...
Conference Paper
Full-text available
We introduce a videogame designed for a children's museum aimed at engaging children and adults with physics, design, skateboarding, and play. This poster will focus on design decisions we made while creating a learning experience that features active prolonged engagement, supports learning through game play, creating, and making, links in-game des...
Conference Paper
Full-text available
Drivers often have poor conceptual understanding of new driver safety systems, such as adaptive cruise control (ACC). Older drivers tend to be more willing to learn about these systems by reading manuals, but also struggle with learning the uses and limitations these safety systems. This study investigates the effect of different materials and mode...
Article
Full-text available
This article reports on a project that used a game-cre­ ation tool to introduce middle-school students ages 10 to 13 to problem-solving strategies similar to those in com­ puter science through the lens of studio-based design arts. Drawing on historic paradigms in design pedagogy and contemporary educational approaches in the digital arts to teach...
Article
Full-text available
Increasingly, research is acknowledging the importance of identity for understanding and supporting learning. Identity is a particularly useful concept for highlighting extraordinary individual experiences, interpreting rich social contexts, and viewing learning at multiple timescales, from an instant reaction to lifelong psychosocial development....
Article
Full-text available
Instilling the values of research and professional ethics is one of the most important functions played by an academic institution. Holding students to a high level of academic integrity supplies the foundation for these values. As detailed in the March 2009 PRISM article ?The Pull of Integrity," engineering colleges across the country are confront...
Article
Games are among the oldest forms of experiential learning. Game-based learning scenarios are a staple in the military; games have been used to represent, communicate and explore the dynamics of complex situations with multiple interacting variables. Today’s videogames allow new kinds of interactions, including real-time 3D and physics simulation. L...
Conference Paper
In the learning sciences some scholarship investigating game-based learning environments has focused on studying large-scale identity transformations rather than describing the 'everyday' social processes. This paper investigates the specifics of the latter, arguing that relational identity resources may have be increasingly important for understan...
Article
Full text publically available: http://ijlm.net/knowingdoing/competition-driver-learning (although missing videos) As games proliferate, educators have developed an interest in how they function as a medium for learning. Given past research, which has stressed the importance of cooperative rather than competitive learning environments, one might e...
Article
Full-text available
In the midst of the worst economic crisis since the Great Depression, there exists a deficit of compelling financial education curricula in urban schools that serve financially vulnerable working-class students. Part of a design-based research investigation aimed at creating culturally-relevant financial literacy learning environments, this study i...
Article
Full-text available
Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of sch...
Conference Paper
This paper connects the conclusions of recent research on video games and learning to prior research on problem schemata and problem-solving. This study examines the problem-solving practices of expert and novice young players of Civilization III in a game- based learning program, and concludes that the problem schemata framework has power and util...
Article
Full-text available
Though much of the study of games and learning has understandably emphasized the interaction of game players with specific games (e.g., Gee [2003]), recent work has shifted to the understanding the social sphere around games and communities of engaged gamers (e.g., Squire and Giovanetto [2008]; Wright et al [2002]). In particular, online discussion...

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