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Matthew Berland

Biographic Data

ID6630901
NAMEMatthew Berland
GIVEN NAMESMatthew
FAMILY NAMEBerland
SIGNATUREBERLAND M
AFFILIATIONSUniversity of Wisconsin–Madison
ORCID0000-0002-5457-1461
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS0
WORKS AS AUTHOR5
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2022
H-INDEX0
  • Scamp

    Vishesh Kumar, Matthew Berland et al.•ARTICLE•Interactive Learning Environments•2022

    In this paper, we present SCAMP – Social Configuration Affordances for Museum Play – an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow Agents, an interactive museum exhibit designed to support play across multiple social configurations. Thi…

  • Hackathons and ‘i’dentities

    Andrew Jason Turner, Caroline D Hardin et al.•ARTICLE•Visitor Studies•2021

    Hackathons provide an informal, structured learning environment where groups of participants develop and present a project over a specified period of time. During their work, participants often take on unfamiliar roles and responsibilities and sometimes experience shifts in self-perception and affinities toward different identities. This study uses a novel application of Falk’s museum visitor identities framework to examine how identities and lea…

  • The Rollout of Computer Science Education to Every Student in New York City

    Open Access•Nathan Holbert, Betsy DiSalvo et al.•ARTICLE•Teachers College Record The Voice…•2020

    Background CS4All is an $81 million private-public investment aimed at creating the necessary infrastructure to provide computer science experiences to all New York City public-school students by 2025. Purpose In this paper, we examine the history of the CS4All initiative and document the network of actors and their relationships in the system such that we can understand how this reform is enacted, how it might be reactive to external contexts an…

  • Constructivist Analytics

    Matthew Berland•ARTICLE•Visitor Studies•2017

    This article defines and outlines constructivist analytics, a framework for understanding how, where, and when the narratives we construct with advanced data analysis can affect positive social change in informal learning environments (such as museums). I ask three core questions based on this framework: How can researchers use analytics to understand what different visitors find valuable? How can we use analytics to help more visitors find value…

  • Supporting English learners with participatory augmented reality simulations

    Open Access•Don Davis, Matthew Berland•ARTICLE•On the Horizon The International…•2013•References: 4

    Purpose The purpose of this paper is to evaluate the possible merits and difficulties of utilizing participatory augmented reality simulations (PARS) with English learners (ELs) in K‐12 science classrooms. Design/methodology/approach The authors analyzed literature of PARS, sheltered English instruction (SEI), and other literature relevant to science instruction for ELs. Though the authors relied primarily on empirical research related to PARS an…

No prominent works on this page.

  • Supporting English learners with participatory augmented reality simulations

    Open Access•Don Davis, Matthew Berland•ARTICLE•On the Horizon The International…•2013•References: 4

    Purpose The purpose of this paper is to evaluate the possible merits and difficulties of utilizing participatory augmented reality simulations (PARS) with English learners (ELs) in K‐12 science classrooms. Design/methodology/approach The authors analyzed literature of PARS, sheltered English instruction (SEI), and other literature relevant to science instruction for ELs. Though the authors relied primarily on empirical research related to PARS an…

  • Constructivist Analytics

    Matthew Berland•ARTICLE•Visitor Studies•2017

    This article defines and outlines constructivist analytics, a framework for understanding how, where, and when the narratives we construct with advanced data analysis can affect positive social change in informal learning environments (such as museums). I ask three core questions based on this framework: How can researchers use analytics to understand what different visitors find valuable? How can we use analytics to help more visitors find value…

  • The Rollout of Computer Science Education to Every Student in New York City

    Open Access•Nathan Holbert, Betsy DiSalvo et al.•ARTICLE•Teachers College Record The Voice…•2020

    Background CS4All is an $81 million private-public investment aimed at creating the necessary infrastructure to provide computer science experiences to all New York City public-school students by 2025. Purpose In this paper, we examine the history of the CS4All initiative and document the network of actors and their relationships in the system such that we can understand how this reform is enacted, how it might be reactive to external contexts an…

  • Hackathons and ‘i’dentities

    Andrew Jason Turner, Caroline D Hardin et al.•ARTICLE•Visitor Studies•2021

    Hackathons provide an informal, structured learning environment where groups of participants develop and present a project over a specified period of time. During their work, participants often take on unfamiliar roles and responsibilities and sometimes experience shifts in self-perception and affinities toward different identities. This study uses a novel application of Falk’s museum visitor identities framework to examine how identities and lea…

  • Scamp

    Vishesh Kumar, Matthew Berland et al.•ARTICLE•Interactive Learning Environments•2022

    In this paper, we present SCAMP – Social Configuration Affordances for Museum Play – an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow Agents, an interactive museum exhibit designed to support play across multiple social configurations. Thi…

Computer Science (5 works) · Sociology (5 works) · Pedagogy (3 works) · Psychology (3 works) · Educational Games and Gamification (2 works) · Engineering (2 works) · Online Learning and Analytics (2 works) · Social science (2 works) · Value (mathematics (2 works) · Aesthetic Perception and Analysis (1 work)

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