Design Research - Collins 2004
Design Research - Collins 2004
To cite this article: Allan Collins , Diana Joseph & Katerine Bielaczyc (2004) Design
Research: Theoretical and Methodological Issues, Journal of the Learning Sciences,
13:1, 15-42, DOI: 10.1207/s15327809jls1301_2
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THE JOURNAL OF THE LEARNING SCIENCES, 13(1), 15–42
Copyright © 2004, Lawrence Erlbaum Associates, Inc.
Allan Collins
School of Education and Social Policy
Northwestern University
Diana Joseph
Center for School Improvement
University of Chicago
Katerine Bielaczyc
Harvard Graduate School of Education
Harvard University
The term “design experiments” was introduced in 1992, in articles by Ann Brown
(1992) and Allan Collins (1992). Design experiments were developed as a way to
carry out formative research to test and refine educational designs based on princi-
ples derived from prior research. More recently the term design research has been ap-
plied to this kind of work. In this article, we outline the goals of design research and
how it is related to other methodologies. We illustrate how design research is carried
out with two very different examples. And we provide guidelines for how design re-
search can best be carried out in the future.
In the 1990s there has been a movement to develop a new methodology for carry-
ing out studies of educational interventions under the labels “design experiments”
or “design research,” which will be used interchangeably in this article. Ann
Brown (1992) was a leader in this movement and this article is an attempt to carry
forward her work to specify for the educational research community the basis for
this movement and the research methods it entails.
Correspondence and requests for reprints should be sent to Allan Collins, 135 Cedar Street,
Lexington, MA 02421. E-mail: [email protected]
16 COLLINS, JOSEPH, BIELACZYC
Design research was developed to address several issues central to the study of
learning, including the following:
Although design research is a powerful tool for addressing these needs, this kind of
work brings with it serious challenges, including the following:
INTRODUCTION
engineering, computer science, medicine, and education, with the sciences of the
artificial, and outlines what a curriculum in the engineering sciences might include
(e.g., utility theory, control theory, etc.). In Simon’s view the design sciences have
been neglected, because of the lack of rigorous theories. He argues that recent de-
velopments in engineering and computer science have begun to provide the theo-
retical underpinnings that the sciences of the artificial need. Although he identified
critical bodies of theory for the engineering sciences, his analysis does not provide
the theoretical foundations for a design science of education.
In one of the first articles on design experiments, Collins (1992) framed his
work as heading toward a design science of education. He discussed similar issues
to those raised by Simon in terms of a distinction between analytic (or natural) sci-
ences and design sciences. He viewed physics, biology, and anthropology as ana-
lytic sciences, where the effort is to understand how phenomena in the world can
be explained. He viewed aeronautics, artificial intelligence, and acoustics as de-
sign sciences, where the goal is to determine how designed artifacts (e.g., air-
planes, robots, or concert halls) behave under different conditions. Just as in aero-
nautics, where researchers look at how different designs affect lift, drag, and other
dependent variables, he argued that we need to develop a design science of educa-
tion, where we investigate how different learning-environment designs affect de-
pendent variables in teaching and learning.
the basis of Japanese lesson study (Stigler & Hiebert, 1999) where groups of teach-
ers meet together to refine their teaching practices. By studying a design in practice
with an eye toward progressive refinement, it is possible to develop more robust
designs over time. In a later section of the article we discuss how the design-re-
search methodology might be applied to summative research.
Design research is not aimed simply at refining practice. It should also address
theoretical questions and issues if it is to be effective. For example, Diana Joseph
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(2000), in work described later in this article, assessed a motivational theory devel-
oped with Daniel Edelson (Edelson & Joseph, in revision; Joseph & Edelson,
2002). She analyzed the motivational patterns among different participants and
how they played out in their work in an afterschool setting. This analysis led to re-
finements in the design, but also fostered refinements in the theory. Design re-
search should always have the dual goals of refining both theory and practice.
Because design experiments are set in learning environments, there are many
variables that cannot be controlled. Instead, design researchers try to optimize as
much of the design as possible and to observe carefully how the different elements
are working out. Such observation entails both qualitative and quantitative observa-
tions, just as Consumer Reports evaluates products in terms of both qualitative and
quantitative measures. When some aspect of the design is not working, the design
team, including the teacher or facilitator, should consider different options to im-
prove the design in practice, and institute design changes as frequently as necessary.
Any changes to one aspect of the design need to be considered with respect to how
well they fit with other aspects of the design, since as Brown and Campione (1996)
have emphasized, the design needs to be thought of as an integrated system. Thus the
evaluation of the design is an ongoing process that changes as the design changes.
Design experiments have some fundamental limitations. Because they are car-
ried out in the messy situations of actual learning environments, such as class-
rooms or afterschool settings, there are many variables that affect the success of the
design, and many of these variables cannot be controlled. Design researchers usu-
ally end up collecting large amounts of data, such as video records of the interven-
tion and outputs of the students’ work, in order to understand what is happening in
detail. Hence, they usually are swamped with data, and given the data reduction
problems, there is usually not enough time or resources to analyze much of the data
collected. It also takes resources to collect so much data, and so design experi-
ments tend to be large endeavors with many different participants, all of whose
work needs to be coordinated. All these factors make design experiments difficult
to carry out and the conclusions uncertain.
ent methodologies for studying educational practice. In order to place design ex-
periments in the landscape of different methods we will compare them to three
general types of educational evaluation approaches.
Laboratory and training studies attempt to control variables in order to deter-
mine how particular independent variables affect a few dependent variables such
as the learning of content and skills. Ann Brown (1992) felt that training studies
neglect important variables that affect the success of a design. In her view they also
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tended to be carried on over such a short period of time that there was no way they
could identify what were the major effects of the design on learning.
Collins (1999) compared laboratory studies of learning to design experiments
in terms of seven contrasting aspects of their methodology:
many different aspects of the design and develop a qualitative and quantitative pro-
file that characterizes the design in practice.
7. Experimenter vs. co-participant design and analysis. In psychological ex-
periments the experimenter makes all decisions about the design and analysis of
the data, in order to maintain control of what happens and how it is analyzed. In
design experiments, there is an effort to involve different participants in the de-
sign, in order to bring their different expertise into producing and analyzing the
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design.
To show some of the variety of design experiments carried out in recent years, we
will describe two case studies. The first case is Ann Brown and Joseph Campione’s
Fostering a Community of Learners (FCL), which was carried out in a variety of
elementary schools across the country. This illustrates design research that studies
how a classroom intervention plays out in a number of classrooms at different lev-
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els in an elementary school. The second case we describe is Diana Joseph’s devel-
opment and investigation of the passion curriculum approach, a framework for de-
veloping interest-centered learning environments. This work was conducted
through a video-making club, which served as a prototype passion curriculum, en-
acted in an urban public school classroom and afterschool program. This case il-
lustrates a small-scale design experiment, where a single researcher conducted a
study in order to refine the design parameters for a new type of curriculum.
in “crosstalk,” talking across subtopic groups to explain, ask questions, and refine
their understanding. The research activities include reciprocal teaching (Palincsar
& Brown, 1984), guided writing and composing, consultation with subject matter
experts outside the classroom, and cross-age tutoring. In the final part of the cycle,
a member from each of the subtopic groups come together to form a “jigsaw”
group (Aronson, 1978) in order to share learning on the various subtopics and to
work together on some consequential task. Thus, in the jigsaw, all pieces of the
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The first experiments were done with individual children in the laboratory, and
showed enormous gains in their ability to answer questions on reading comprehen-
sion tests. Given a procedure that was so successful with individual children,
Palincsar and Brown extended the design to groups of students in classroom set-
tings, since this is how reading is generally taught in American schools. To do this
they had each child take a turn at being “teacher,” where they asked other students
to carry out the four reading comprehension tasks listed previously. Again there
24 COLLINS, JOSEPH, BIELACZYC
were very large gains in reading comprehension scores for the groups of students
engaged in reciprocal teaching.
their knowledge with everyone, rather than the traditional notion of all students
learning the same thing at the same time.
Phase 2. Despite the initial success of the FCL design, Brown and
Campione found from the work students produced that there were many miscon-
ceptions about biological systems, which the students were developing. For exam-
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ple, their ideas about evolution were mostly Lamarckian rather than Darwinian.
Hence, when Brown and Campione moved to California, they revised the design of
FCL to put more emphasis on biological content. To do this they added benchmark
lessons and hands-on activities. In the benchmark lessons at the beginning of a
unit, a teacher or outside expert introduced key ideas about biology in order to pro-
vide the students with the background for their research. At the same time they in-
troduced laboratory activities where students could carry out hands-on experi-
ments related to the topics they were researching. This dramatically expanded the
kind of research that the students could carry out.
In this setting computers were still only being used as word processors, which
was a waste of a major resource. Hence, Brown and Campione further redesigned
FCL to have students go out on the Web in order to find information relevant to
their research topics. They also set up telementoring relationships with biology ex-
perts (Brown, Ellery, & Campione, 1998). This gave the students access to real ex-
pertise from outside the classroom and acted to validate the importance of their re-
search to the students. For example, one class of students became interested in the
question of whether AIDS could be transmitted by mosquitoes, and so they investi-
gated this topic thoroughly, calling upon resources and experts from outside the
classroom, since the adults in the classroom did not have the information they were
seeking. Students clearly gained the ability to address challenging questions of
their own making.
These changes extended the notion of community beyond the classroom in
order to bring in more expertise from outside the classroom: they were develop-
ing a wider community of practice, where students had multiple ways in to par-
ticipate. They were no longer limited by the ideas within the classroom, but
could go outside to address questions that arose from their research. At the same
time Brown and Campione found that the hands-on activities did not integrate
well with the other research activities the students were carrying out, and so they
decided to discontinue the hands-on activities. Out of this phase they also devel-
oped the notion of a developmental corridor, where students would cycle
through related topics in biology over the years of elementary school, but each
time in greater depth, reflecting the developmental level that students were ready
to achieve. This last idea required moving to a new elementary school in Oak-
land, where teachers at different grade levels were willing to participate in im-
plementing FCL in their classrooms.
26 COLLINS, JOSEPH, BIELACZYC
row niches on endangerment. By eighth grade the effect of variation in the gene
pool on adaptation and survival is not too complex a topic.” (Brown & Campione,
1996, pp. 307–308). Implementing the developmental corridor also allowed them
to set up cross-age tutoring where students in the higher grades tutored second and
third graders on the topics they were investigating (e.g., see Brown, Ellery, &
Campione, 1998).
A final refinement to the FCL design came from the students themselves. They
pointed out that the formal sharing of knowledge came at the end, when the jigsaw
groups got together. The students suggested therefore that they needed to have
“crosstalk” sessions, where students from the different research groups present
their intermediate findings to the whole class. Sometimes probing questions from
other students leads students down new research paths to resolve the questions that
arise during the crosstalk. It is also a forum for raising issues that the groups are
worried about. Crosstalk has become a major vehicle for sharing knowledge and
building a learning community.
This third phase of their work put together all of the pieces that make up the FCL
design outlined in Brown and Campione’s 1996 article. Table 1, taken from Brown
and Campione (1996), captures the design principles that evolved from the various
phases of the FCL design, together with their previous work on metacognition, anal-
ogy, dynamic assessment, the zone of proximal development, and reciprocal teach-
ing. The FCL design, in fact, brings together 30 years of development work as to how
best to structure a learning environment for students in schools.
Brown and Campione (1994, 1996; Brown, 1992) have collected a wide variety
of data about students and teachers in the FCL classrooms. As Brown (1992) said:
27
28 COLLINS, JOSEPH, BIELACZYC
group discussions, planning sessions, help seeking, peer tutoring and so forth are
taken routinely, together with extensive video and audio taping of individuals,
groups, and whole classroom settings. In fact, we have no room to store all the data,
let alone time to score it. (pp. 151–152)
This wide variety of data enables Brown and Campione to study the FCL class-
rooms with many different lenses. As Brown (1992) pointed out:
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I find that in the interest of converging operations, and because of the multifaceted
nature of my data base, I prefer a mixed approach, suiting the method to the particular
data. I mix and match qualitative and quantitative methodologies in order to describe
the phenomena, a mixture that is becoming commonplace in the journals, reflecting
the increasingly complex issues that psychologists now address. In my own work I
routinely combine a concentration on large-scale databases with in-depth
microgenetic analyses of a few children or perhaps a group…. Our routine practice is
to take fairly traditional pretest and posttest data from all the experimental and con-
trol students and combine that with a few selected case studies. (p. 156)
Brown (1992) worried about whether by selecting cases to illustrate her points,
she may have distorted the data. She cites the example of how Bartlett (1932) mis-
represented his data somewhat in his well-known studies of how people’s memo-
ries for what they have read become distorted over time. As she says, “This prob-
lem of the theorist selecting those segments that prove his or her point is endemic
in research that depends on transcripts or protocols culled from a large date base.”
(p. 162).
She also raised the issue of whether the FCL work is just the result of a Haw-
thorne effect. In the Hawthorne experiments the investigators found that worker
productivity increased when they increased the lighting, but also when they de-
creased it, from which most conclude that any intervention has positive effects.
She thinks that because she is showing specific learning effects one would expect
to find given the intervention, that this is not a serious criticism. But she quotes the
original investigators, Roethlisberger and Dickson (1939) as to why they were dis-
appointed in their results:
The difficulty, however, went much deeper than the personal feelings of failure of the
investigators. They were entertaining two incompatible points of view. On the one
hand, they were trying to maintain a controlled experiment in which they could test
for the effects of single variables while holding all other factors constant. On the
other hand, they were trying to create a human situation, which remained unaffected
by their own activities. It became evident that in human situations not only was it
practically impossible to keep all other factors constant, but trying to do so in itself
introduced the biggest change of all; in other words, the investigators had not been
DESIGN RESEARCH ISSUES 29
studying an ordinary shop situation but a socially contrived situation of their own
making.
With this realization, the inquiry changed its character. No longer were the inves-
tigators interested in testing for the effects of single variables. In the place of a con-
trolled experiment, they substituted the notion of a social situation, which needed to
be described and understood as a system of interdependent elements. (p. 185)
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This is exactly the kind of thinking that has led to the methodology of design re-
search. Throughout their work, Brown and Campione (1996) have stressed the im-
portance of thinking systemically about the interdependence of the elements of a
design as one tries to assess its impact or modify its elements.
Diana Joseph’s work takes the first step toward the development of the passion
school model by shaping activity, so that learners engage in work that is meaning-
ful to them, while at the same time grappling with important ideas. This work is be-
ing conducted through an extended, multi-phase design experiment in the context
of students learning to create films as part of a “video crew.” The passion curricu-
lum design research focuses on the development of design principles, curricular
structures, and strategies for activity design in the passion school model. In this
section we describe the major phases in this work, to illustrate the ways in which
data drives refinement and generalization in design research.
Phase 1. The first version of the video crew was carried out in an urban
fifth-grade classroom from February to June 1996. The goal of the video crew was
30 COLLINS, JOSEPH, BIELACZYC
to develop videos on topics that the students were most interested in. The students
worked for one hour a day three to five times a week. There were 33 students in the
classroom and Joseph divided them into groups of 4 to 7 students depending on
their particular interests. Their chosen video topics included fables, talk shows,
sports, dance, singing, and street violence. The students in the groups were as-
signed different roles, with responsibilities for storyboarding, script writing, sets
and props, acting, and camera operation. Because many groups had difficulties
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working together, one role that became critical was that of the facilitator to resolve
conflicts. The curriculum provided students with guidance about their roles
through structured materials and scheduled lessons with the instructor. The roles
and associated guidance were designed to motivate students to work in areas of
strength and weakness, depending on need as determined by the regular classroom
teacher. As a culminating product, Joseph put together a video from the various
pieces the different groups produced and gave copies to each of the children to take
home. Joseph and several undergraduate assistants documented this process
through daily field notes and videotape documentation. They interviewed partici-
pants prior to and after the Video Crew enactment.
There were several major lessons from this first attempt at the Video Crew that
impacted the subsequent design. The major redesign goal was to find a means to fo-
cus the students on serious learning goals and to assess what they were learning. In
order to address this issue, Joseph designed a certification system, based on the Scout
merit badge system, whereby students could demonstrate their mastery of the cam-
era, scriptwriting, acting, etc. Each certificate required students to carry out a set of
activities that encompass the skills and knowledge required for mastery of video
skills, as well as certain academic skills. When a certificate was acquired there were
accompanying rights and responsibilities. For example, students who had earned the
camera certificate had the right to take the camera out of the building for the purpose
of shooting outside, but they also had the responsibility to teach others how to use the
camera properly. The certification system was installed in Phase 2.
Joseph also found extensive differences across students in terms of the degree to
which video production was an interest for them. This exposed a problem in the
choice of setting for the study — the design research was intended to investigate
how a curriculum could serve a group of students with a common interest, but
video did not represent a common interest for these students. Furthermore, there
was very little difference among students in terms of their experience making vid-
eos, collaborating, or creating projects. It was difficult to manage 33 students at a
time, when none of the students had developed expertise, so that more expert stu-
dents could help to manage the whole enterprise. Hence, it was decided to work in
an afterschool setting in the next phase, so that it was possible to select students
who were particularly interested in video and where the numbers were more man-
ageable. In addition, the work called for an explicit design for training students to
mentor others.
DESIGN RESEARCH ISSUES 31
Phase 2. The next major phase of the passion curriculum design experiment
recreated the video crew on a smaller scale, over a much longer period of time. The
video crew prototype curriculum ran from early spring of 1997 until late spring
1998, omitting school vacations. The new design included three major categories
of student activity: (1) projects which in this case produced student-made videos;
(2) certifications, which linked adult-defined learning objectives with related
rights and responsibilities; and (3) community life, which included student-run as-
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pects of the classroom community. Ten students in grades four through six created
a large number of complete videos, as well as a large number of plans, scripts,
storyboards, treatments, raw footage, props, costumes and other video work com-
ponents. Genres included original fiction, adaptation of fiction, performance, doc-
umentary, mock-umentary, animation, weather reports, and rituals. They also
worked on nonvideo projects such as a Video Crew website and a number of
planned social events. Their work culminated in a student-organized film festival,
attended by families, friends, and teachers.
These projects were largely student-developed, though there was some teacher
assignment to roles within the projects. The work was conducted with some adult
guidance and support for the technical and planning aspects of video production,
with content and execution strategies generally left up to the students. In addition
to their project work, students worked to demonstrate expertise on certain catego-
ries of skills, through certifications. Having developed a certain level of expertise,
the senior students worked to mentor novices in spring 1998. Students also partici-
pated in the community life of the Video Crew — both in terms of the traditions of
video-production organizations and in terms of helping to define classroom norms.
Students planned regular off-site visits to a video-editing studio, and occasional lo-
cation shoots at sites such as the public library and the city zoo. In addition, they
persuaded the school principal to permit weekend access to the school building for
a site-specific horror-genre video.
A key area of research at this stage was student interest. Data from this phase
suggested that strong student interest was unreliable. Even the most passionate stu-
dents shifted in their engagement, and many students seemed to be motivated by is-
sues other than interest in the activities. Joseph needed a more detailed theory of
learner motivation in passion curricula. In collaboration with Daniel Edelson, Jo-
seph developed a framework that used theories and findings from motivation re-
search to organize the design of learning environments (Edelson & Joseph, in revi-
sion; Joseph & Edelson, 2002). This theory created a foundation for analysis of the
Video Crew data with regard to learner motivation.
Joseph (2000) focused on field notes and artifacts to uncover patterns of learner
engagement. Analytical lenses based on Edelson and Joseph’s theory indicated
that some students exhibited fairly consistent motivations across different activi-
ties—some were passionate about video, some pursued other interests, and some
appeared to be motivated by other considerations, such as a desire to connect with
32 COLLINS, JOSEPH, BIELACZYC
friends. Artifacts produced by students with these patterns were analyzed for indi-
cations that students had grappled with ideas in the process of creating these arti-
facts. These findings were of interest both from the point of view of the direct work
of design in the passion curriculum project, and from a more general point of view.
With respect to the passion curriculum model, these findings pointed at a need for
the framework to provide motivational support for students with different tenden-
cies, through role assignment and through refinements to the certification struc-
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ture. At the same time, the findings suggested the possibility that learners in gen-
eral, not just in passion curricula, exhibit motivational tendencies that are fairly
characteristic over time. In this sense, the passion curriculum work raises general
issues, and posits frameworks, such as the Edelson and Joseph theory, that are of
potential use in other contexts. This is an example of data from a design experi-
ment raising new questions for basic research.
Phase 3. Between 2000 and 2002, the Video Crew operated in a Chicago
charter school with a different cohort of students. In this afterschool setting, stu-
dents chose to join video crew over other possible choices, so they were more
likely to bring a strong interest in video than in the previous settings. Students at-
tended Video Crew up to three days a week for 1–3 hours. Each day had a special
focus, such as working on video projects, working on certifications and analysis of
others videos. In the first year, students were trained as mentors for new students
joining in the second year. Another design change was to establish the intermediate
goal of showing videos at different times to other students in the school, in addition
to the film festival at the end. An important innovation in this phase was to separate
the roles of teacher and researcher. By working in collaboration with a teacher, Jo-
seph separated the passion curriculum model from her own teaching practice. The
core questions in this phase focused on needs for more articulated instructional
strategies to complement the design strategies (Joseph, Edwards, & Harris, 2002).
The passion curriculum design framework has evolved through this design re-
search to the point where it has a specific framework, a library of case studies de-
scribing implementation, and some evidence supporting the conjecture that the
framework organizes learner motivation in the intended ways. This foundation has
become the seed for the next phase of work —developing and enacting other pas-
sion curricula through other designers and teachers. A new passion curriculum,
Multi-Media Design Studio, was enacted in fall of 2002, supporting further inves-
tigation of the design framework and of the motivational affordances of particular
technologies (Joseph & Nacu, submitted). As an engine for the development of a
learning environment, the design-research model has guided the evolution of the
passion curriculum framework over time. At the same time, by demanding
real-world enactment of the design, design experimentation created a setting
where a key learning feature—motivation–was far more salient than it is in tradi-
tional classrooms, permitting more effective study of this phenomenon.
DESIGN RESEARCH ISSUES 33
In this section we attempt to provide guidance to people who are planning to carry out
design experiments. Our approach to design research requires much more effort than
any one human can carry out. We put forward these ideas not because we expect each
and every design experiment to embody them, but to give an overview of all the
things the design-research community is responsible for. In our ideal world, design
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research will move in the direction of embodying many of the practices we outline
here. But it will take teams of researchers and accessible archives documenting de-
sign experiments, as we discuss in the last section, to make these dreams at all possi-
ble. The guidelines we develop in this section are summarized in Table 2.
TABLE 2
Guidelines for Carrying out Design Research
Implementing a design
Identify the critical elements of the design and how they interact
Characterize how each was addressed in the implementation
Modifying a design
If elements of a design are not working, modify the design
Each modification starts a new phase
Characterize the critical elements for each phase
Describe the reasons for making the modifications
Multiple ways of analyzing the design
Cognitive
Resources
Interpersonal
Group or classroom
School or institution
Measuring dependent variables
Climate variables (e.g., engagement, cooperation, and risk taking)
Learning variables (e.g., dispositions, metacognitive, and learning strategies)
System variables (e.g., ease of adoption, sustainability, spread)
Measuring independent variables
Setting
Nature of learners
Technical support
Financial support
Professional development
Implementation path
Reporting on design research
Goals and elements of the design
Settings where implemented
Description of each phase
Outcomes found
Lessons learned
Multimedia documentation
34 COLLINS, JOSEPH, BIELACZYC
Implementing a Design
Each implementation of an education design is different. Therefore it is important
to identify the critical elements of the design and how they fit together. In order to
evaluate any implementation, one needs to analyze each particular case in terms of
these key elements and their interactions. Some elements will be implemented
more or less as the designers intended, some will be changed to fit the circum-
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stances, and some will not be implemented at all. What is needed is a profile for
each implementation as to how each of the critical elements were implemented and
how well the elements in the implementation worked together toward the de-
signer’s goals.
Brown and Campione (1996) made the argument for the FCL design that it is
not important which particular activities they have designed are implemented, as
long as the principles that they outline in their article are realized. Their argument
implies that the principles they enunciate are the key elements of the design, and
that any implementation should be evaluated as to how well these principles were
implemented.
an effective design, and so both designers and evaluators need to wear many hats in
order to design and assess educational interventions. Consider some of the differ-
ent aspects that are relevant to educational designs:
These levels are very much intertwined. To design and assess these different is-
sues requires many different kinds of expertise: teachers, administrators, psychol-
ogists, anthropologists, media designers, etc. Conceivably one person can address
all these different perspectives, but it helps to have them all represented explicitly.
necessary for addressing questions such as: how sustainable the design is after the
researchers leave, how much the design emphasizes reasoning as opposed to rote
learning, how the design affects the attitudes of students, etc. To evaluate different
variables, it is necessary to use a variety of evaluation techniques, including stan-
dardized pretests and posttests, survey and interview techniques, and systematic
scoring of observations of the classrooms. Both qualitative and quantitative evalu-
ations are essential parts of design-research methodology.
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spread of use to other teachers and students. These can be measured by surveys and
structured interviews with teachers and students. It is possible to develop a ques-
tionnaire that addresses advantages and difficulties teachers encountered in adopt-
ing a design in their classroom. The other variables can be evaluated by surveys ad-
ministered to both teachers and students at regular intervals. The surveys will ask
about what aspects of the design are being sustained and are spreading, and which
aspects are not.
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ration of its usefulness, and so forth. There is a structure to the introduction and evo-
lution of a design that needs to be characterized in analyzing any implementation.
values on the dependent variables in the different settings, much like qualitative
and quantitative data are reported about different products in Consumer Reports.
To the degree intermediate data were collected describing the different phases,
these should be included.
• Lessons learned. Considering what happened in the different implementa-
tions, the report should attempt to pull together all the findings into a coherent pic-
ture of how the design evolved in the different settings. It is important to describe
the limitations and failings of the design, as well as the successes, both in imple-
mentation and outcomes.
As suggested previously, there are standard ways to assess each of these types of
variables.
To carry out investigations fairly, the evaluators must be independent. To carry
out such evaluations effectively, the country would need to invest in an independ-
ent agency, in the style of Consumers Union, with the expertise to carry out com-
parative evaluation. Such an agency could develop the expertise and methods for
looking in a cost-effective manner at innovations in use, in a way that best informs
the many different stakeholders.
CONCLUSION
Ann Brown (1992) felt that laboratory experiments, ethnographies, and large-scale
studies are all valuable methodologies to study learning, but that design experi-
ments fill a niche these methodologies do not address. It is clear from the spread of
these kinds of research methods (Barab & Kirshner, 2001; Edelson, 2001; De-
sign-based Research Collective, 2003) that design research is here to stay. But de-
sign experiments often lead to the collection of large amounts of data that go
unanalyzed. Hence, it makes sense for the design-research community to establish
an infrastructure that would allow researchers at other institutions to analyze the
data collected in design studies, in order to address their own questions about
learning and teaching. This would require the community to honor such reanalysis
of data with the same status as original research and it would require research jour-
nals and tenure committees to take such work seriously. Other fields, such as child
language (MacWhinney, 1995), have developed widely available archives of data,
enabling researchers to discuss and analyze the same data from many different per-
spectives. As a community, we should strive to set up an infrastructure that can
support researchers at different sites in analyzing the large data sets that design ex-
periments are now producing.
ACKNOWLEDGMENTS
This article was written in honor of Ann Brown, whose contributions to educa-
tional research were unparalleled and whose work established design research as a
DESIGN RESEARCH ISSUES 41
viable enterprise. We particularly thank Joseph Campione for his many inputs to
the description of FCL in the article, and Sasha Barab for his comments on an ear-
lier version of the article.
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