Abstract
A lot of research currently addresses change thinking in educational systems, particularly change issues centered on learner cultures and systemic disruption. As a part of a major reference work on systems thinking and change, this chapter focuses on user design as an imperative instructional theory allowing designers, demonstrating how two research studies were conceptualized and interpreted using systems thinking. For designers, user design theory helps us to utilize learning ecosystems to map the meaning-making journeys and then to distinctions, systems, relationships, and perspectives (DSRP) in complex learning environs so that we can refine and design environments for the relationships between complex experiences of knowledge sharing and interactions. As we explore critical literature in this chapter, we offer two examples as the basic material for prioritizing indigenous domains within user-centered design, demonstrating how we overcame common systemic boundaries and obstacles that typically plague student-centered learning models. One study addresses boys and gaming as indigenous ecosystems of an ecology of play within a student user design, and the second study investigates cyber charter schools’ science labs as ways to empower traditionally disengaged learners.
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Engerman, J.A., Raish, V.R., Carr-Chellman, A. (2019). Applying Systems Thinking to Learner-Centered User Design for Game and Cyber School Learning Contexts. In: Spector, M., Lockee, B., Childress, M. (eds) Learning, Design, and Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-17727-4_103-1
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