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Design-Based Research: A Methodology to Extend and Enrich Biology Education Research

  • Emily E. Scott
  • Mary Pat Wenderoth
  • Jennifer H. Doherty

*Address correspondence to: Emily E. Scott ( E-mail Address: [email protected] ).

Department of Biology, University of Washington, Seattle, WA 98195

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Recent calls in biology education research (BER) have recommended that researchers leverage learning theories and methodologies from other disciplines to investigate the mechanisms by which students to develop sophisticated ideas. We suggest design-based research from the learning sciences is a compelling methodology for achieving this aim. Design-based research investigates the “learning ecologies” that move student thinking toward mastery. These “learning ecologies” are grounded in theories of learning, produce measurable changes in student learning, generate design principles that guide the development of instructional tools, and are enacted using extended, iterative teaching experiments. In this essay, we introduce readers to the key elements of design-based research, using our own research into student learning in undergraduate physiology as an example of design-based research in BER. Then, we discuss how design-based research can extend work already done in BER and foster interdisciplinary collaborations among cognitive and learning scientists, biology education researchers, and instructors. We also explore some of the challenges associated with this methodological approach.

INTRODUCTION

There have been recent calls for biology education researchers to look toward other fields of educational inquiry for theories and methodologies to advance, and expand, our understanding of what helps students learn to think like biologists ( Coley and Tanner, 2012 ; Dolan, 2015 ; Peffer and Renken, 2016 ; Lo et al. , 2019 ). These calls include the recommendations that biology education researchers ground their work in learning theories from the cognitive and learning sciences ( Coley and Tanner, 2012 ) and begin investigating the underlying mechanisms by which students to develop sophisticated biology ideas ( Dolan, 2015 ; Lo et al. , 2019 ). Design-based research from the learning sciences is one methodology that seeks to do both by using theories of learning to investigate how “learning ecologies”—that is, complex systems of interactions among instructors, students, and environmental components—support the process of student learning ( Brown, 1992 ; Cobb et al. , 2003 ; Collins et al. , 2004 ; Peffer and Renken, 2016 ).

The purpose of this essay is twofold. First, we want to introduce readers to the key elements of design-based research, using our research into student learning in undergraduate physiology as an example of design-based research in biology education research (BER). Second, we will discuss how design-based research can extend work already done in BER and explore some of the challenges of its implementation. For a more in-depth review of design-based research, we direct readers to the following references: Brown (1992) , Barab and Squire (2004) , and Collins et al. (2004) , as well as commentaries by Anderson and Shattuck (2012) and McKenney and Reeves (2013) .

WHAT IS DESIGN-BASED RESEARCH?

Design-based research is a methodological approach that aligns with research methods from the fields of engineering or applied physics, where products are designed for specific purposes ( Brown, 1992 ; Joseph, 2004 ; Middleton et al. , 2008 ; Kelly, 2014 ). Consequently, investigators using design-based research approach educational inquiry much as an engineer develops a new product: First, the researchers identify a problem that needs to be addressed (e.g., a particular learning challenge that students face). Next, they design a potential “solution” to the problem in the form of instructional tools (e.g., reasoning strategies, worksheets; e.g., Reiser et al. , 2001 ) that theory and previous research suggest will address the problem. Then, the researchers test the instructional tools in a real-world setting (i.e., the classroom) to see if the tools positively impact student learning. As testing proceeds, researchers evaluate the instructional tools with emerging evidence of their effectiveness (or lack thereof) and progressively revise the tools— in real time —as necessary ( Collins et al. , 2004 ). Finally, the researchers reflect on the outcomes of the experiment, identifying the features of the instructional tools that were successful at addressing the initial learning problem, revising those aspects that were not helpful to learning, and determining how the research informed the theory underlying the experiment. This leads to another research cycle of designing, testing, evaluating, and reflecting to refine the instructional tools in support of student learning. We have characterized this iterative process in Figure 1 after Sandoval (2014) . Though we have portrayed four discrete phases to design-based research, there is often overlap of the phases as the research progresses (e.g., testing and evaluating can occur simultaneously).

FIGURE 1. The four phases of design-based research experienced in an iterative cycle (A). We also highlight the main features of each phase of our design-based research project investigating students’ use of flux in physiology (B).

Design-based research has no specific requirements for the form that instructional tools must take or the manner in which the tools are evaluated ( Bell, 2004 ; Anderson and Shattuck, 2012 ). Instead, design-based research has what Sandoval (2014) calls “epistemic commitments” 1 that inform the major goals of a design-based research project as well as how it is implemented. These epistemic commitments are: 1) Design based research should be grounded in theories of learning (e.g., constructivism, knowledge-in-pieces, conceptual change) that both inform the design of the instructional tools and are improved upon by the research ( Cobb et al. , 2003 ; Barab and Squire, 2004 ). This makes design-based research more than a method for testing whether or not an instructional tool works; it also investigates why the design worked and how it can be generalized to other learning environments ( Cobb et al. , 2003 ). 2) Design-based research should aim to produce measurable changes in student learning in classrooms around a particular learning problem ( Anderson and Shattuck, 2012 ; McKenney and Reeves, 2013 ). This requirement ensures that theoretical research into student learning is directly applicable, and impactful, to students and instructors in classroom settings ( Hoadley, 2004 ). 3) Design-based research should generate design principles that guide the development and implementation of future instructional tools ( Edelson, 2002 ). This commitment makes the research findings broadly applicable for use in a variety of classroom environments. 4) Design-based research should be enacted using extended, iterative teaching experiments in classrooms. By observing student learning over an extended period of time (e.g., throughout an entire term or across terms), researchers are more likely to observe the full effects of how the instructional tools impact student learning compared with short-term experiments ( Brown, 1992 ; Barab and Squire, 2004 ; Sandoval and Bell, 2004 ).

HOW IS DESIGN-BASED RESEARCH DIFFERENT FROM AN EXPERIMENTAL APPROACH?

Many BER studies employ experimental approaches that align with traditional scientific methods of experimentation, such as using treatment versus control groups, randomly assigning treatments to different groups, replicating interventions across multiple spatial or temporal periods, and using statistical methods to guide the kinds of inferences that arise from an experiment. While design-based research can similarly employ these strategies for educational inquiry, there are also some notable differences in its approach to experimentation ( Collins et al. , 2004 ; Hoadley, 2004 ). In this section, we contrast the differences between design-based research and what we call “experimental approaches,” although both paradigms represent a form of experimentation.

The first difference between an experimental approach and design-based research regards the role participants play in the experiment. In an experimental approach, the researcher is responsible for making all the decisions about how the experiment will be implemented and analyzed, while the instructor facilitates the experimental treatments. In design-based research, both researchers and instructors are engaged in all stages of the research from conception to reflection ( Collins et al. , 2004 ). In BER, a third condition frequently arises wherein the researcher is also the instructor. In this case, if the research questions being investigated produce generalizable results that have the potential to impact teaching broadly, then this is consistent with a design-based research approach ( Cobb et al. , 2003 ). However, when the research questions are self-reflective about how a researcher/instructor can improve his or her own classroom practices, this aligns more closely with “action research,” which is another methodology used in education research (see Stringer, 2013 ).

A second difference between experimental research and design-based research is the form that hypotheses take and the manner in which they are investigated ( Collins et al. , 2004 ; Sandoval, 2014 ). In experimental approaches, researchers develop a hypothesis about how a specific instructional intervention will impact student learning. The intervention is then tested in the classroom(s) while controlling for other variables that are not part of the study in order to isolate the effects of the intervention. Sometimes, researchers designate a “control” situation that serves as a comparison group that does not experience the intervention. For example, Jackson et al. (2018) were interested in comparing peer- and self-grading of weekly practice exams to if they were equally effective forms of deliberate practice for students in a large-enrollment class. To test this, the authors (including authors of this essay J.H.D., M.P.W.) designed an experiment in which lab sections of students in a large lecture course were randomly assigned to either a peer-grading or self-grading treatment so they could isolate the effects of each intervention. In design-based research, a hypothesis is conceptualized as the “design solution” rather than a specific intervention; that is, design-based researchers hypothesize that the designed instructional tools, when implemented in the classroom, will create a learning ecology that improves student learning around the identified learning problem ( Edelson, 2002 ; Bell, 2004 ). For example, Zagallo et al. (2016) developed a laboratory curriculum (i.e., the hypothesized “design solution”) for molecular and cellular biology majors to address the learning problem that students often struggle to connect scientific models and empirical data. This curriculum entailed: focusing instruction around a set of target biological models; developing small-group activities in which students interacted with the models by analyzing data from scientific papers; using formative assessment tools for student feedback; and providing students with a set of learning objectives they could use as study tools. They tested their curriculum in a novel, large-enrollment course of upper-division students over several years, making iterative changes to the curriculum as the study progressed.

By framing the research approach as an iterative endeavor of progressive refinement rather than a test of a particular intervention when all other variables are controlled, design-based researchers recognize that: 1) classrooms, and classroom experiences, are unique at any given time, making it difficult to truly “control” the environment in which an intervention occurs or establish a “control group” that differs only in the features of an intervention; and 2) many aspects of a classroom experience may influence the effectiveness of an intervention, often in unanticipated ways, which should be included in the research team’s analysis of an intervention’s success. Consequently, the research team is less concerned with controlling the research conditions—as in an experimental approach—and instead focuses on characterizing the learning environment ( Barab and Squire, 2004 ). This involves collecting data from multiple sources as the research progresses, including how the instructional tools were implemented, aspects of the implementation process that failed to go as planned, and how the instructional tools or implementation process was modified. These characterizations can provide important insights into what specific features of the instructional tools, or the learning environment, were most impactful to learning ( DBR Collective, 2003 ).

A third difference between experimental approaches and design-based research is when the instructional interventions can be modified. In experimental research, the intervention is fixed throughout the experimental period, with any revisions occurring only after the experiment has concluded. This is critical for ensuring that the results of the study provide evidence of the efficacy of a specific intervention. By contrast, design-based research takes a more flexible approach that allows instructional tools to be modified in situ as they are being implemented ( Hoadley, 2004 ; Barab, 2014 ). This flexibility allows the research team to modify instructional tools or strategies that prove inadequate for collecting the evidence necessary to evaluate the underlying theory and ensures a tight connection between interventions and a specific learning problem ( Collins et al. , 2004 ; Hoadley, 2004 ).

Finally, and importantly, experimental approaches and design-based research differ in the kinds of conclusions they draw from their data. Experimental research can “identify that something meaningful happened; but [it is] not able to articulate what about the intervention caused that story to unfold” ( Barab, 2014 , p. 162). In other words, experimental methods are robust for identifying where differences in learning occur, such as between groups of students experiencing peer- or self-grading of practice exams ( Jackson et al. , 2018 ) or receiving different curricula (e.g., Chi et al. , 2012 ). However, these methods are not able to characterize the underlying learning process or mechanism involved in the different learning outcomes. By contrast, design-based research has the potential to uncover mechanisms of learning, because it investigates how the nature of student thinking changes as students experience instructional interventions ( Shavelson et al. , 2003 ; Barab, 2014 ). According to Sandoval (2014) , “Design research, as a means of uncovering causal processes, is oriented not to finding effects but to finding functions , to understanding how desired (and undesired) effects arise through interactions in a designed environment” (p. 30). In Zagallo et al. (2016) , the authors found that their curriculum supported students’ data-interpretation skills, because it stimulated students’ spontaneous use of argumentation during which group members coconstructed evidence-based claims from the data provided. Students also worked collaboratively to decode figures and identify data patterns. These strategies were identified from the researchers’ qualitative data analysis of in-class recordings of small-group discussions, which allowed them to observe what students were doing to support their learning. Because design-based research is focused on characterizing how learning occurs in classrooms, it can begin to answer the kinds of mechanistic questions others have identified as central to advancing BER ( National Research Council [NRC], 2012 ; Dolan, 2015 ; Lo et al. , 2019 ).

DESIGN-BASED RESEARCH IN ACTION: AN EXAMPLE FROM UNDERGRADUATE PHYSIOLOGY

To illustrate how design-based research could be employed in BER, we draw on our own research that investigates how students learn physiology. We will characterize one iteration of our design-based research cycle ( Figure 1 ), emphasizing how our project uses Sandoval’s four epistemic commitments (i.e., theory driven, practically applied, generating design principles, implemented in an iterative manner) to guide our implementation.

Identifying the Learning Problem

Understanding physiological phenomena is challenging for students, given the wide variety of contexts (e.g., cardiovascular, neuromuscular, respiratory; animal vs. plant) and scales involved (e.g., using molecular-level interactions to explain organism functioning; Wang, 2004 ; Michael, 2007 ; Badenhorst et al. , 2016 ). To address these learning challenges, Modell (2000) identified seven “general models” that undergird most physiology phenomena (i.e., control systems, conservation of mass, mass and heat flow, elastic properties of tissues, transport across membranes, cell-to-cell communication, molecular interactions). Instructors can use these models as a “conceptual framework” to help students build intellectual coherence across phenomena and develop a deeper understanding of physiology ( Modell, 2000 ; Michael et al. , 2009 ). This approach aligns with theoretical work in the learning sciences that indicates that providing students with conceptual frameworks improves their ability to integrate and retrieve knowledge ( National Academies of Sciences, Engineering, and Medicine, 2018 ).

Before the start of our design-based project, we had been using Modell’s (2000) general models to guide our instruction. In this essay, we will focus on how we used the general models of mass and heat flow and transport across membranes in our instruction. These two models together describe how materials flow down gradients (e.g., pressure gradients, electrochemical gradients) against sources of resistance (e.g., tube diameter, channel frequency). We call this flux reasoning. We emphasized the fundamental nature and broad utility of flux reasoning in lecture and lab and frequently highlighted when it could be applied to explain a phenomenon. We also developed a conceptual scaffold (the Flux Reasoning Tool) that students could use to reason about physiological processes involving flux.

Although these instructional approaches had improved students’ understanding of flux phenomena, we found that students often demonstrated little commitment to using flux broadly across physiological contexts. Instead, they considered flux to be just another fact to memorize and applied it to narrow circumstances (e.g., they would use flux to reason about ions flowing across membranes—the context where flux was first introduced—but not the bulk flow of blood in a vessel). Students also struggled to integrate the various components of flux (e.g., balancing chemical and electrical gradients, accounting for variable resistance). We saw these issues reflected in students’ lower than hoped for exam scores on the cumulative final of the course. From these experiences, and from conversations with other physiology instructors, we identified a learning problem to address through design-based research: How do students learn to use flux reasoning to explain material flows in multiple physiology contexts?

The process of identifying a learning problem usually emerges from a researcher’s own experiences (in or outside a classroom) or from previous research that has been described in the literature ( Cobb et al. , 2003 ). To remain true to Sandoval’s first epistemic commitment, a learning problem must advance a theory of learning ( Edelson, 2002 ; McKenney and Reeves, 2013 ). In our work, we investigated how conceptual frameworks based on fundamental scientific concepts (i.e., Modell’s general models) could help students reason productively about physiology phenomena (National Academies of Sciences, Engineering, and Medicine, 2018; Modell, 2000 ). Our specific theoretical question was: Can we characterize how students’ conceptual frameworks around flux change as they work toward robust ideas? Sandoval’s second epistemic commitment stated that a learning problem must aim to improve student learning outcomes. The practical significance of our learning problem was: Does using the concept of flux as a foundational idea for instructional tools increase students’ learning of physiological phenomena?

We investigated our learning problem in an introductory biology course at a large R1 institution. The introductory course is the third in a biology sequence that focuses on plant and animal physiology. The course typically serves between 250 and 600 students in their sophomore or junior years each term. Classes have the following average demographics: 68% male, 21% from lower-income situations, 12% from an underrepresented minority, and 26% first-generation college students.

Design-Based Research Cycle 1, Phase 1: Designing Instructional Tools

The first phase of design-based research involves developing instructional tools that address both the theoretical and practical concerns of the learning problem ( Edelson, 2002 ; Wang and Hannafin, 2005 ). These instructional tools can take many forms, such as specific instructional strategies, classroom worksheets and practices, or technological software, as long as they embody the underlying learning theory being investigated. They must also produce classroom experiences or materials that can be evaluated to determine whether learning outcomes were met ( Sandoval, 2014 ). Indeed, this alignment between theory, the nature of the instructional tools, and the ways students are assessed is central to ensuring rigorous design-based research ( Hoadley, 2004 ; Sandoval, 2014 ). Taken together, the instructional tools instantiate a hypothesized learning environment that will advance both the theoretical and practical questions driving the research ( Barab, 2014 ).

In our work, the theoretical claim that instruction based on fundamental scientific concepts would support students’ flux reasoning was embodied in our instructional approach by being the central focus of all instructional materials, which included: a revised version of the Flux Reasoning Tool ( Figure 2 ); case study–based units in lecture that explicitly emphasized flux phenomena in real-world contexts ( Windschitl et al. , 2012 ; Scott et al. , 2018 ; Figure 3 ); classroom activities in which students practiced using flux to address physiological scenarios; links to online videos describing key flux-related concepts; constructed-response assessment items that cued students to use flux reasoning in their thinking; and pretest/posttest formative assessment questions that tracked student learning ( Figure 4 ).

FIGURE 2. The Flux Reasoning Tool given to students at the beginning of the quarter.

FIGURE 3. An example flux case study that is presented to students at the beginning of the neurophysiology unit. Throughout the unit, students learn how ion flows into and out of cells, as mediated by chemical and electrical gradients and various ion/molecular channels, sends signals throughout the body. They use this information to better understand why Jaime experiences persistent neuropathy. Images from: uz.wikipedia.org/wiki/Fayl:Blausen_0822_SpinalCord.png and commons.wikimedia.org/wiki/File:Figure_38_01_07.jpg.

FIGURE 4. An example flux assessment question about ion flows given in a pre-unit/post-unit formative assessment in the neurophysiology unit.

Phase 2: Testing the Instructional Tools

In the second phase of design-based research, the instructional tools are tested by implementing them in classrooms. During this phase, the instructional tools are placed “in harm’s way … in order to expose the details of the process to scrutiny” ( Cobb et al. , 2003 , p. 10). In this way, researchers and instructors test how the tools perform in real-world settings, which may differ considerably from the design team’s initial expectations ( Hoadley, 2004 ). During this phase, if necessary, the design team may make adjustments to the tools as they are being used to account for these unanticipated conditions ( Collins et al. , 2004 ).

We implemented the instructional tools during the Autumn and Spring quarters of the 2016–2017 academic year. Students were taught to use the Flux Reasoning Tool at the beginning of the term in the context of the first case study unit focused on neurophysiology. Each physiology unit throughout the term was associated with a new concept-based case study (usually about flux) that framed the context of the teaching. Embedded within the daily lectures were classroom activities in which students could practice using flux. Students were also assigned readings from the textbook and videos related to flux to watch during each unit. Throughout the term, students took five exams that each contained some flux questions as well as some pre- and post-unit formative assessment questions. During Winter quarter, we conducted clinical interviews with students who would take our course in the Spring term (i.e., “pre” data) as well as students who had just completed our course in Autumn (i.e., “post” data).

Phase 3: Evaluating the Instructional Tools

The third phase of a design-based research cycle involves evaluating the effectiveness of instructional tools using evidence of student learning ( Barab and Squire, 2004 ; Anderson and Shattuck, 2012 ). This can be done using products produced by students (e.g., homework, lab reports), attitudinal gains measured with surveys, participation rates in activities, interview testimonials, classroom discourse practices, and formative assessment or exam data (e.g., Reiser et al. , 2001 ; Cobb et al. , 2003 ; Barab and Squire, 2004 ; Mohan et al. , 2009 ). Regardless of the source, evidence must be in a form that supports a systematic analysis that could be scrutinized by other researchers ( Cobb et al. , 2003 ; Barab, 2014 ). Also, because design-based research often involves multiple data streams, researchers may need to use both quantitative and qualitative analytical methods to produce a rich picture of how the instructional tools affected student learning ( Collins et al. , 2004 ; Anderson and Shattuck, 2012 ).

In our work, we used the quality of students’ written responses on exams and formative assessment questions to determine whether students improved their understanding of physiological phenomena involving flux. For each assessment question, we analyzed a subset of student’s pretest answers to identify overarching patterns in students’ reasoning about flux, characterized these overarching patterns, then ordinated the patterns into different levels of sophistication. These became our scoring rubrics, which identified five different levels of student reasoning about flux. We used the rubrics to code the remainder of students’ responses, with a code designating the level of student reasoning associated with a particular reasoning pattern. We used this ordinal rubric format because it would later inform our theoretical understanding of how students build flux conceptual frameworks (see phase 4). This also allowed us to both characterize the ideas students held about flux phenomena and identify the frequency distribution of those ideas in a class.

By analyzing changes in the frequency distributions of students’ ideas across the rubric levels at different time points in the term (e.g., pre-unit vs. post-unit), we could track both the number of students who gained more sophisticated ideas about flux as the term progressed and the quality of those ideas. If the frequency of students reasoning at higher levels increased from pre-unit to post-unit assessments, we could conclude that our instructional tools as a whole were supporting students’ development of sophisticated flux ideas. For example, on one neuromuscular ion flux assessment question in the Spring of 2017, we found that relatively more students were reasoning at the highest levels of our rubric (i.e., levels 4 and 5) on the post-unit test compared with the pre-unit test. This meant that more students were beginning to integrate sophisticated ideas about flux (i.e., they were balancing concentration and electrical gradients) in their reasoning about ion movement.

To help validate this finding, we drew on three additional data streams: 1) from in-class group recordings of students working with flux items, we noted that students increasingly incorporated ideas about gradients and resistance when constructing their explanations as the term progressed; 2) from plant assessment items in the latter part of the term, we began to see students using flux ideas unprompted; and 3) from interviews, we observed that students who had already taken the course used flux ideas in their reasoning.

Through these analyses, we also noticed an interesting pattern in the pre-unit test data for Spring 2017 when compared with the frequency distribution of students’ responses with a previous term (Autumn 2016). In Spring 2017, 42% of students reasoned at level 4 or 5 on the pre-unit test, indicating these students already had sophisticated ideas about ion flux before they took the pre-unit assessment. This was surprising, considering only 2% of students reasoned at these levels for this item on the Autumn 2016 pre-unit test.

Phase 4: Reflecting on the Instructional Tools and Their Implementation

The final phase of a design-based research cycle involves a retrospective analysis that addresses the epistemic commitments of this methodology: How was the theory underpinning the research advanced by the research endeavor (theoretical outcome)? Did the instructional tools support student learning about the learning problem (practical outcome)? What were the critical features of the design solution that supported student learning (design principles)? ( Cobb et al. , 2003 ; Barab and Squire, 2004 ).

Theoretical Outcome (Epistemic Commitment 1).

Reflecting on how a design-based research experiment advances theory is critical to our understanding of how students learn in educational settings ( Barab and Squire, 2004 ; Mohan et al. , 2009 ). In our work, we aimed to characterize how students’ conceptual frameworks around flux change as they work toward robust ideas. To do this, we drew on learning progression research as our theoretical framing ( NRC, 2007 ; Corcoran et al. , 2009 ; Duschl et al. , 2011 ; Scott et al. , 2019 ). Learning progression frameworks describe empirically derived patterns in student thinking that are ordered into levels representing cognitive shifts in the ways students conceive a topic as they work toward mastery ( Gunckel et al. , 2012 ). We used our ion flux scoring rubrics to create a preliminary five-level learning progression framework ( Table 1 ). The framework describes how students’ ideas about flux often start with teleological-driven accounts at the lowest level (i.e., level 1), shift to focusing on driving forces (e.g., concentration gradients, electrical gradients) in the middle levels, and arrive at complex ideas that integrate multiple interacting forces at the higher levels. We further validated these reasoning patterns with our student interviews. However, our flux conceptual framework was largely based on student responses to our ion flux assessment items. Therefore, to further validate our learning progression framework, we needed a greater diversity of flux assessment items that investigated student thinking more broadly (i.e., about bulk flow, water movement) across physiological systems.

Practical Outcome (Epistemic Commitment 2).

In design-based research, learning theories must “do real work” by improving student learning in real-world settings ( DBR Collective, 2003 ). Therefore, design-based researchers must reflect on whether or not the data they collected show evidence that the instructional tools improved student learning ( Cobb et al. , 2003 ; Sharma and McShane, 2008 ). We determined whether our flux-based instructional approach aided student learning by analyzing the kinds of answers students provided to our assessment questions. Specifically, we considered students who reasoned at level 4 or above as demonstrating productive flux reasoning. Because almost half of students were reasoning at level 4 or 5 on the post-unit assessment after experiencing the instructional tools in the neurophysiology unit (in Spring 2017), we concluded that our tools supported student learning in physiology. Additionally, we noticed that students used language in their explanations that directly tied to the Flux Reasoning Tool ( Figure 2 ), which instructed them to use arrows to indicate the magnitude and direction of gradient-driving forces. For example, in a posttest response to our ion flux item ( Figure 4 ), one student wrote:

Ion movement is a function of concentration and electrical gradients . Which arrow is stronger determines the movement of K+. We can make the electrical arrow bigger and pointing in by making the membrane potential more negative than Ek [i.e., potassium’s equilibrium potential]. We can make the concentration arrow bigger and pointing in by making a very strong concentration gradient pointing in.

Given that almost half of students reasoned at level 4 or above, and that students used language from the Flux Reasoning Tool, we concluded that using fundamental concepts was a productive instructional approach for improving student learning in physiology and that our instructional tools aided student learning. However, some students in the 2016–2017 academic year continued to apply flux ideas more narrowly than intended (i.e., for ion and simple diffusion cases, but not water flux or bulk flow). This suggested that students had developed nascent flux conceptual frameworks after experiencing the instructional tools but could use more support to realize the broad applicability of this principle. Also, although our cross-sectional interview approach demonstrated how students’ ideas, overall, could change after experiencing the instructional tools, it did not provide information about how a student developed flux reasoning.

Reflecting on practical outcomes also means interpreting any learning gains in the context of the learning ecology. This reflection allowed us to identify whether there were particular aspects of the instructional tools that were better at supporting learning than others ( DBR Collective, 2003 ). Indeed, this was critical for our understanding why 42% of students scored at level 3 and above on the pre-unit ion assessment in the Spring of 2017, while only 2% of students scored level 3 and above in Autumn of 2016. When we reviewed notes of the Spring 2017 implementation scheme, we saw that the pretest was due at the end of the first day of class after students had been exposed to ion flux ideas in class and in a reading/video assignment about ion flow, which may be one reason for the students’ high performance on the pretest. Consequently, we could not tell whether students’ initial high performance was due to their learning from the activities in the first day of class or for other reasons we did not measure. It also indicated we needed to close pretests before the first day of class for a more accurate measure of students’ incoming ideas and the effectiveness of the instructional tools employed at the beginning of the unit.

Design Principles (Epistemic Commitment 3).

Although design-based research is enacted in local contexts (i.e., a particular classroom), its purpose is to inform learning ecologies that have broad applications to improve learning and teaching ( Edelson, 2002 ; Cobb et al. , 2003 ). Therefore, design-based research should produce design principles that describe characteristics of learning environments that researchers and instructors can use to develop instructional tools specific to their local contexts (e.g., Edelson, 2002 ; Subramaniam et al. , 2015 ). Consequently, the design principles must balance specificity with adaptability so they can be used broadly to inform instruction ( Collins et al. , 2004 ; Barab, 2014 ).

From our first cycle of design-based research, we developed the following design principles: 1) Key scientific concepts should provide an overarching framework for course organization. This way, the individual components that make up a course, like instructional units, activities, practice problems, and assessments, all reinforce the centrality of the key concept. 2) Instructional tools should explicitly articulate the principle of interest, with specific guidance on how that principle is applied in context. This stresses the applied nature of the principle and that it is more than a fact to be memorized. 3) Instructional tools need to show specific instances of how the principle is applied in multiple contexts to combat students’ narrow application of the principle to a limited number of contexts.

Design-Based Research Cycle 2, Phase 1: Redesign and Refine the Experiment

The last “epistemic commitment” Sandoval (2014) articulated was that design-based research be an iterative process with an eye toward continually refining the instructional tools, based on evidence of student learning, to produce more robust learning environments. By viewing educational inquiry as formative research, design-based researchers recognize the difficulty in accounting for all variables that could impact student learning, or the implementation of the instructional tools, a priori ( Collins et al. , 2004 ). Robust instructional designs are the products of trial and error, which are strengthened by a systematic analysis of how they perform in real-world settings.

To continue to advance our work investigating student thinking using the principle of flux, we began a second cycle of design-based research that continued to address the learning problem of helping students reason with fundamental scientific concepts. In this cycle, we largely focused on broadening the number of physiological systems that had accompanying formative assessment questions (i.e., beyond ion flux), collecting student reasoning from a more diverse population of students (e.g., upper division, allied heath, community college), and refining and validating the flux learning progression with both written and interview data in a student through time. We developed a suite of constructed-response flux assessment questions that spanned neuromuscular, cardiovascular, respiratory, renal, and plant physiological contexts and asked students about several kinds of flux: ion movement, diffusion, water movement, and bulk flow (29 total questions; available at beyondmultiplechoice.org). This would provide us with rich qualitative data that we could use to refine the learning progression. We decided to administer written assessments and conduct interviews in a pretest/posttest manner at the beginning and end of each unit both as a way to increase our data about student reasoning and to provide students with additional practice using flux reasoning across contexts.

From this second round of designing instructional tools (i.e., broader range of assessment items), testing them in the classroom (i.e., administering the assessment items to diverse student populations), evaluating the tools (i.e., developing learning progression–aligned rubrics across phenomena from student data, tracking changes in the frequency distribution of students across levels through time), and reflecting on the tools’ success, we would develop a more thorough and robust characterization of how students use flux across systems that could better inform our creation of new instructional tools to support student learning.

HOW CAN DESIGN-BASED RESEARCH EXTEND AND ENRICH BER?

While design-based research has primarily been used in educational inquiry at the K–12 level (see Reiser et al. , 2001 ; Mohan et al. , 2009 ; Jin and Anderson, 2012 ), other science disciplines at undergraduate institutions have begun to employ this methodology to create robust instructional approaches (e.g., Szteinberg et al. , 2014 in chemistry; Hake, 2007 , and Sharma and McShane, 2008 , in physics; Kelly, 2014 , in engineering). Our own work, as well as that by Zagallo et al. (2016) , provides two examples of how design-based research could be implemented in BER. Below, we articulate some of the ways incorporating design-based research into BER could extend and enrich this field of educational inquiry.

Design-Based Research Connects Theory with Practice

One critique of BER is that it does not draw heavily enough on learning theories from other disciplines like cognitive psychology or the learning sciences to inform its research ( Coley and Tanner, 2012 ; Dolan, 2015 ; Peffer and Renken, 2016 ; Davidesco and Milne, 2019 ). For example, there has been considerable work in BER developing concept inventories as formative assessment tools that identify concepts students often struggle to learn (e.g., Marbach-Ad et al. , 2009 ; McFarland et al. , 2017 ; Summers et al. , 2018 ). However, much of this work is detached from a theoretical understanding of why students hold misconceptions in the first place, what the nature of their thinking is, and the learning mechanisms that would move students to a more productive understanding of domain ideas ( Alonzo, 2011 ). Using design-based research to understand the basis of students’ misconceptions would ground these practical learning problems in a theoretical understanding of the nature of student thinking (e.g., see Coley and Tanner, 2012 , 2015 ; Gouvea and Simon, 2018 ) and the kinds of instructional tools that would best support the learning process.

Design-Based Research Fosters Collaborations across Disciplines

Recently, there have been multiple calls across science, technology, engineering, and mathematics education fields to increase collaborations between BER and other disciplines so as to increase the robustness of science education research at the collegiate level ( Coley and Tanner, 2012 ; NRC, 2012 ; Talanquer, 2014 ; Dolan, 2015 ; Peffer and Renken, 2016 ; Mestre et al. , 2018 ; Davidesco and Milne, 2019 ). Engaging in design-based research provides both a mechanism and a motivation for fostering interdisciplinary collaborations, as it requires the design team to have theoretical knowledge of how students learn, domain knowledge of practical learning problems, and instructional knowledge for how to implement instructional tools in the classroom ( Edelson, 2002 ; Hoadley, 2004 ; Wang and Hannafin, 2005 ; Anderson and Shattuck, 2012 ). For example, in our current work, our research team consists of two discipline-based education learning scientists from an R1 institution, two physiology education researchers/instructors (one from an R1 institution the other from a community college), several physiology disciplinary experts/instructors, and a K–12 science education expert.

Design-based research collaborations have several distinct benefits for BER: first, learning or cognitive scientists could provide theoretical and methodological expertise that may be unfamiliar to biology education researchers with traditional science backgrounds ( Lo et al. , 2019 ). This would both improve the rigor of the research project and provide biology education researchers with the opportunity to explore ideas and methods from other disciplines. Second, collaborations between researchers and instructors could help increase the implementation of evidence-based teaching practices by instructors/faculty who are not education researchers and would benefit from support while shifting their instructional approaches ( Eddy et al. , 2015 ). This may be especially true for community college and primarily undergraduate institution faculty who often do not have access to the same kinds of resources that researchers and instructors at research-intensive institutions do ( Schinske et al. , 2017 ). Third, making instructors an integral part of a design-based research project ensures they are well versed in the theory and learning objectives underlying the instructional tools they are implementing in the classroom. This can improve the fidelity of implementation of the instructional tools, because the instructors understand the tools’ theoretical and practical purposes, which has been cited as one reason there have been mixed results on the impact of active learning across biology classes ( Andrews et al. , 2011 ; Borrego et al. , 2013 ; Lee et al. , 2018 ; Offerdahl et al. , 2018 ). It also gives instructors agency to make informed adjustments to the instructional tools during implementation that improve their practical applications while remaining true to the goals of the research ( Hoadley, 2004 ).

Design-Based Research Invites Using Mixed Methods to Analyze Data

The diverse nature of the data that are often collected in design-based research can require both qualitative and quantitative methodologies to produce a rich picture of how the instructional tools and their implementation influenced student learning ( Anderson and Shattuck, 2012 ). Using mixed methods may be less familiar to biology education researchers who were primarily trained in quantitative methods as biologists ( Lo et al. , 2019 ). However, according to Warfa (2016 , p. 2), “Integration of research findings from quantitative and qualitative inquiries in the same study or across studies maximizes the affordances of each approach and can provide better understanding of biology teaching and learning than either approach alone.” Although the number of BER studies using mixed methods has increased over the past decade ( Lo et al. , 2019 ), engaging in design-based research could further this trend through its collaborative nature of bringing social scientists together with biology education researchers to share research methodologies from different fields. By leveraging qualitative and quantitative methods, design-based researchers unpack “mechanism and process” by characterizing the nature of student thinking rather than “simply reporting that differences did or did not occur” ( Barab, 2014 , p. 158), which is important for continuing to advance our understanding of student learning in BER ( Dolan, 2015 ; Lo et al. , 2019 ).

CHALLENGES TO IMPLEMENTING DESIGN-BASED RESEARCH IN BER

As with any methodological approach, there can be challenges to implementing design-based research. Here, we highlight three that may be relevant to BER.

Collaborations Can Be Difficult to Maintain

While collaborations between researchers and instructors offer many affordances (as discussed earlier), the reality of connecting researchers across departments and institutions can be challenging. For example, Peffer and Renken (2016) noted that different traditions of scholarship can present barriers to collaboration where there is not mutual respect for the methods and ideas that are part and parcel to each discipline. Additionally, Schinske et al. (2017) identified several constraints that community college faculty face for engaging in BER, such as limited time or support (e.g., infrastructural, administrative, and peer support), which could also impact their ability to form the kinds of collaborations inherent in design-based research. Moreover, the iterative nature of design-based research requires these collaborations to persist for an extended period of time. Attending to these challenges is an important part of forming the design team and identifying the different roles researchers and instructors will play in the research.

Design-Based Research Experiments Are Resource Intensive

The focus of design-based research on studying learning ecologies to uncover mechanisms of learning requires that researchers collect multiple data streams through time, which often necessitates significant temporal and financial resources ( Collins et al., 2004 ; O’Donnell, 2004 ). Consequently, researchers must weigh both practical as well as methodological considerations when formulating their experimental design. For example, investigating learning mechanisms requires that researchers collect data at a frequency that will capture changes in student thinking ( Siegler, 2006 ). However, researchers may be constrained in the number of data-collection events they can anticipate depending on: the instructor’s ability to facilitate in-class collection events or solicit student participation in extracurricular activities (e.g., interviews); the cost of technological devices to record student conversations; the time and logistical considerations needed to schedule and conduct student interviews; the financial resources available to compensate student participants; the financial and temporal costs associated with analyzing large amounts of data.

Identifying learning mechanisms also requires in-depth analyses of qualitative data as students experience various instructional tools (e.g., microgenetic methods; Flynn et al. , 2006 ; Siegler, 2006 ). The high intensity of these in-depth analyses often limits the number of students who can be evaluated in this way, which must be balanced with the kinds of generalizations researchers wish to make about the effectiveness of the instructional tools ( O’Donnell, 2004 ). Because of the large variety of data streams that could be collected in a design-based research experiment—and the resources required to collect and analyze them—it is critical that the research team identify a priori how specific data streams, and the methods of their analysis, will provide the evidence necessary to address the theoretical and practical objectives of the research (see the following section on experimental rigor; Sandoval, 2014 ). These are critical management decisions because of the need for a transparent, systematic analysis of the data that others can scrutinize to evaluate the validity of the claims being made ( Cobb et al. , 2003 ).

Concerns with Experimental Rigor

The nature of design-based research, with its use of narrative to characterize versus control experimental environments, has drawn concerns about the rigor of this methodological approach. Some have challenged its ability to produce evidence-based warrants to support its claims of learning that can be replicated and critiqued by others ( Shavelson et al. , 2003 ; Hoadley, 2004 ). This is a valid concern that design-based researchers, and indeed all education researchers, must address to ensure their research meets established standards for education research ( NRC, 2002 ).

One way design-based researchers address this concern is by “specifying theoretically salient features of a learning environment design and mapping out how they are predicted to work together to produce desired outcomes” ( Sandoval, 2014 , p. 19). Through this process, researchers explicitly show before they begin the work how their theory of learning is embodied in the instructional tools to be tested, the specific data the tools will produce for analysis, and what outcomes will be taken as evidence for success. Moreover, by allowing instructional tools to be modified during the testing phase as needed, design-based researchers acknowledge that it is impossible to anticipate all aspects of the classroom environment that might impact the implementation of instructional tools, “as dozens (if not millions) of factors interact to produce the measureable outcomes related to learning” ( Hoadley, 2004 , p. 204; DBR Collective, 2003 ). Consequently, modifying instructional tools midstream to account for these unanticipated factors can ensure they retain their methodological alignment with the underlying theory and predicted learning outcomes so that inferences drawn from the design experiment accurately reflect what was being tested ( Edelson, 2002 ; Hoadley, 2004 ). Indeed, Barab (2014) states, “the messiness of real-world practice must be recognized, understood, and integrated as part of the theoretical claims if the claims are to have real-world explanatory value” (p. 153).

CONCLUSIONS

providing a methodology that integrates theories of learning with practical experiences in classrooms,

using a range of analytical approaches that allow for researchers to uncover the underlying mechanisms of student thinking and learning,

fostering interdisciplinary collaborations among researchers and instructors, and

characterizing learning ecologies that account for the complexity involved in student learning

By employing this methodology from the learning sciences, biology education researchers can enrich our current understanding of what is required to help biology students achieve their personal and professional aims during their college experience. It can also stimulate new ideas for biology education that can be discussed and debated in our research community as we continue to explore and refine how best to serve the students who pass through our classroom doors.

1 “Epistemic commitment” is defined as engaging in certain practices that generate knowledge in an agreed-upon way.

ACKNOWLEDGMENTS

We thank the UW Biology Education Research Group’s (BERG) feedback on drafts of this essay as well as Dr. L. Jescovich for last-minute analyses. This work was supported by a National Science Foundation award (NSF DUE 1661263/1660643). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the NSF. All procedures were conducted in accordance with approval from the Institutional Review Board at the University of Washington (52146) and the New England Independent Review Board (120160152).

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design based research cycle

Submitted: 18 November 2019 Revised: 3 March 2020 Accepted: 25 March 2020

© 2020 E. E. Scott et al. CBE—Life Sciences Education © 2020 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  • Introduction
  • Acknowledgements
  • 1. Groundwork
  • 1.1. Research
  • 1.2. Knowing
  • 1.3. Theories
  • 1.4. Ethics
  • 2. Paradigms
  • 2.1. Inferential Statistics
  • 2.2. Sampling
  • 2.3. Qualitative Rigor
  • 2.4. Design-Based Research
  • 2.5. Mixed Methods
  • 3. Learning Theories
  • 3.1. Behaviorism
  • 3.2. Cognitivism
  • 3.3. Constructivism
  • 3.4. Socioculturalism
  • 3.5. Connectivism
  • Appendix A. Supplements
  • Appendix B. Example Studies
  • Example Study #1. Public comment sentiment on educational videos
  • Example Study #2. Effects of open textbook adoption on teachers' open practices
  • Appendix C. Historical Readings
  • Manifesto of the Communist Party (1848)
  • On the Origin of Species (1859)
  • Science and the Savages (1905)
  • Theories of Knowledge (1916)
  • Theories of Morals (1916)
  • Translations

Design-Based Research

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design based research cycle

In an educational setting, design-based research is a research approach that engages in iterative designs to develop knowledge that improves educational practices. This chapter will provide a brief overview of the origin, paradigms, outcomes, and processes of design-based research (DBR). In these sections we explain that (a) DBR originated because some researchers believed that traditional research methods failed to improve classroom practices, (b) DBR places researchers as agents of change and research subjects as collaborators, (c) DBR produces both new designs and theories, and (d) DBR consists of an iterative process of design and evaluation to develop knowledge.

Origin of DBR

DBR originated as researchers like Allan Collins (1990) and Ann Brown (1992) recognized that educational research often failed to improve classroom practices. They perceived that much of educational research was conducted in controlled, laboratory-like settings. They believed that this laboratory research was not as helpful as possible for practitioners.

Proponents of DBR claim that educational research is often detached from practice (The Design-Based Research Collective, 2002). There are at least two problems that arise from this detachment: (a) practitioners do not benefit from researchers’ work and (b) research results may be inaccurate because they fail to account for context (The Design-Based Research Collective, 2002).

Practitioners do not benefit from researchers’ work if the research is detached from practice. Practitioners are able to benefit from research when they see how the research can inform and improve their designs and practices. Some practitioners believe that educational research is often too abstract or sterilized to be useful in real contexts (The Design-Based Research Collective, 2002).

Not only is lack of relevance a problem, but research results can also be inaccurate by failing to account for context. Findings and theories based on lab results may not accurately reflect what happens in real-world educational settings.

Conversely, a problem that arises from an overemphasis on practice is that while individual practices may improve, the general body of theory and knowledge does not increase. Scholars like Collins (1990) and Brown (1992) believed that the best way to conduct research would be to achieve the right balance between theory-building and practical impact.

Paradigms of DBR

Proponents of DBR believe that conducting research in context, rather than in a controlled laboratory setting, and iteratively designing interventions yields authentic and useful knowledge. Sasha Barab (2004) says that the goal of DBR is to “directly impact practice while advancing theory that will be of use to others” (p. 8). This implies “a pragmatic philosophical underpinning, one in which the value of a theory lies in its ability to produce changes in the world” (p. 6). The aims of DBR and the role of researchers and subjects are informed by this philosophical underpinning.

Aims of DBR

Traditional, experimental research is conducted by theorists focused on isolating variables to test and refine theory. DBR is conducted by designers focused on (a) understanding contexts, (b) designing effective systems, and (c) making meaningful changes for the subjects of their studies (Barab & Squire, 2004; Collins, 1990). Traditional methods of research generate refined understandings of how the world works, which may indirectly affect practice. In DBR there is an intentionality in the research process to both refine theory and practice (Collins et al., 2004).

Role of DBR Researcher

In DBR, researchers assume the roles of “curriculum designers, and implicitly, curriculum theorists” (Barab & Squire, 2004, p.2). As curriculum designers, DBR researchers come into their contexts as informed experts with the purpose of creating, “test[ing] and refin[ing] educational designs based on principles derived from prior research” (Collins et al., 2004, p. 15). These educational designs may include curricula, practices, software, or tangible objects beneficial to the learning process (Barab & Squire, 2004). As curriculum theorists, DBR researchers also come into their research contexts with the purpose to refine extant theories about learning (Brown, 1992).

This duality of roles for DBR researchers contributes to a greater sense of responsibility and accountability within the field. Traditional, experimental researchers isolate themselves from the subjects of their study (Barab & Squire, 2004). This separation is seen as a virtue, allowing researchers to make dispassionate observations as they test and refine their understandings of the world around them. In comparison, design-based researchers “bring agendas to their work,” see themselves as necessary agents of change and see themselves as accountable for the work they do (Barab & Squire, 2004, p. 2).

Role of DBR Subjects

Within DBR, research subjects are seen as key contributors and collaborators in the research process. Classic experimentalism views the subjects of research as things to be observed or experimented on, suggesting a unidirectional relationship between researcher and research subject. The role of the research subject is to be available and genuine so that the researcher can make meaningful observations and collect accurate data. In contrast, design-based researchers view the subjects of their research (e.g., students, teachers, schools) as “co-participants” (Barab & Squire, 2004, p. 3) and “co-investigators” (Collins, 1990, p. 4). Research subjects are seen as necessary in “helping to formulate the questions,” “making refinements in the designs,” “evaluating the effects of...the experiment,” and “reporting the results of the experiment to other teachers and researchers” (Collins, 1990, pp. 4-5). Research subjects are co-workers with the researcher in iteratively pushing the study forward.

Outcomes of DBR

DBR educational research develops knowledge through this collaborative, iterative research process. The knowledge developed by DBR can be separated into two categories: (a) tangible, practical outcomes and (b) intangible, theoretical outcomes.

Tangibles Outcomes

A major goal of design-based research is producing meaningful interventions and practices. Within educational research these interventions may “involve the development of technological tools [and] curricula” (Barab & Squire, 2004, p. 1). But more than just producing meaningful educational products for a specific context, DBR aims to produce meaningful, effective educational products that can be transferred and adapted (Barab & Squire, 2004). As expressed by Brown (1992), “an effective intervention should be able to migrate from our experimental classroom to average classrooms operated by and for average students and teachers” (p.143).

Intangible Outcomes

It is important to recognize that DBR is not only concerned with improving practice but also aims to advance theory and understanding (Collins et al., 2004). DBR’s emphasis on the importance of context enhances the knowledge claims of the research. “Researchers investigate cognition in context...with the broad goal of developing evidence-based claims derived from both laboratory-based and naturalistic investigations that result in knowledge about how people learn” (Barab & Squire, 2004, p.1). This new knowledge about learning then drives future research and practice.

Process of DBR

A hallmark of DBR is the iterative nature of its interventions. As each iteration progresses, researchers refine and rework the intervention drawing on a variety of research methods that best fit the context. This flexibility allows the end result to take precedence over the process. While each researcher may use different methods, McKenny and Reeves (2012) outlined three core processes of DBR: (a) analysis and exploration, (b) design and construction, and (c) evaluation and reflection. To put these ideas in context, we will refer to a recent DBR study completed by Siko and Barbour regarding the use of PowerPoint games in the classroom.

DBR Cycle

Analysis and Exploration

Analysis is a critical aspect of DBR and must be used throughout the entire process. At the start of a DBR project, it is critical to understand and define which problem will be addressed. In collaboration with practitioners, researchers seek to understand all aspects of a problem. Additionally, they “seek out and learn from how others have viewed and solved similar problems ” (McKenny & Reeves, 2012, p. 85). This analysis helps to provide an understanding of the context within which to execute an intervention.

Since theories cannot account for the variety of variables in a learning situation, exploration is needed to fill the gaps. DBR researchers can draw from a number of disciplines and methodologies as they execute an intervention. The decision of which methodologies to use should be driven by the research context and goals.

Siko and Barbour (2016) used the DBR process to address a gap they found in research regarding the effectiveness of having students create their own PowerPoint games to review for a test. In analyzing existing research, they found studies that stated teaching students to create their own PowerPoint games did not improve content retention. Siko and Barbour wanted to “determine if changes to the implementation protocol would lead to improved performance” (Siko & Barbour, 2016, p. 420). They chose to test their theory in three different phases and adapt the curriculum following each phase.

Design and Construction

Informed by the analysis and exploration, researchers design and construct interventions, which may be a specific technology or “less concrete aspects such as activity structures, institutions, scaffolds, and curricula” (Design-Based Research Collective, 2003, pp. 5–6). This process involves laying out a variety of options for a solution and then creating the idea with the most promise.

Within Siko and Barbour’s design, they planned to observe three phases of a control group and a test group. Each phase would use t-tests to compare two unit tests for each group. They worked with teachers to implement time for playing PowerPoint games as well as a discussion on what makes games successful. The first implementation was a control phase that replicated past research and established a baseline. Once they finished that phase, they began to evaluate.

Evaluation and Reflection

Researchers can evaluate their designs both before and after use. The cyclical process involves careful, constant evaluation for each iteration so that improvements can be made. While tests and quizzes are a standard way of evaluating educational progress, interviews and observations also play a key role, as they allow for better understanding of how teachers and students might see the learning situation.

Reflection allows the researcher to make connections between actions and results. Researchers must take the time to analyze what changes allowed them to have success or failure so that theory and practice at large can be benefited. Collins (1990) states:

It is important to analyze the reasons for failure and to take steps to fix them. It is critical to document the nature of the failures and the attempted revisions, as well as the overall results of the experiment, because this information informs the path to success. (pg. 5)

As researchers reflect on each change they made, they find what is most useful to the field at large, whether it be a failure or a success.

After evaluating results of the first phase, Siko and Barbour revisited the literature of instructional games. Based on that research, they first tried extending the length of time students spent creating the games. They also discovered that the students struggled to design effective test questions, so the researchers tried working with teachers to spend more time explaining how to ask good questions. As they explored these options, researchers were able to see unit test scores improve.

Reflection on how the study was conducted allowed the researchers to properly place their experiences within the context of existing research. They recognized that while they found positive impacts as a result of their intervention, there were a number of limitations with the study. This is an important realization for the research and allows readers to not misinterpret the scope of the findings.

This chapter has provided a brief overview of the origin, paradigms, outcomes, and processes of Design-Based Research (DBR). We explained that (a) DBR originated because some researchers believed that traditional research methods failed to improve classroom practices, (b) DBR places researchers as agents of change and research subjects as collaborators, (c) DBR produces both new designs and theories, and (d) DBR consists of an iterative process of design and evaluation to develop knowledge.

Barab, S., & Squire, K. (2004). Design-based research: putting a stake in the ground. Journal of the Learning Sciences, 13(1), 1–14.

Brown, A. L. (1992). Design experiments: theoretical and methodological challenges in creating complex interventions in classroom settings. Journal of the Learning Sciences, 2(2), 141–178.

Collins, A. (1990). Toward a design science of education (Report No. 1). Washington, DC: Center for Technology in Education.

Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design research: Theoretical and methodological issues. Journal of the Learning Sciences, 13(1), 15–42.

Mckenney, S., & Reeves, T.C. (2012) Conducting Educational Design Research. New York, NY: Routledge.

Siko, J. P., & Barbour, M. K. (2016). Building a better mousetrap: how design-based research was used to improve homemade PowerPoint games. TechTrends, 60(5), 419–424.

The Design-Based Research Collective. (2003). Design-based research: An emerging paradigm for educational inquiry. Educational Researcher, 32(1), 5–8.

This content is provided to you freely by BYU Open Learning Network.

Access it online or download it at https://open.byu.edu/education_research/design_based_research .

  • Acknowledgements
  • Introduction
  • List of Authors
  • Author Index
  • I. Definitions and History
  • 1. The Proper Way to Become an Instructional Technologist
  • 2. What Is This Thing Called Instructional Design?
  • 3. History of LIDT
  • 4. A Short History of the Learning Sciences
  • 5. LIDT Timeline
  • 6. Programmed Instruction
  • 7. Edgar Dale and the Cone of Experience
  • 8. Twenty Years of EdTech
  • II. Learning and Instruction
  • 10. Intelligence
  • 11. Behaviorism, Cognitivism, Constructivism
  • 12. Sociocultural Perspectives of Learning
  • 13. Learning Communities
  • 14. Communities of Innovation
  • 15. Motivation Theories and Instructional Design
  • 16. Motivation Theories on Learning
  • 17. Informal Learning
  • 18. Overview of Problem-Based Learning
  • 19. Connectivism
  • 20. An Instructional Theory for the Post-Industrial Age
  • 21. Using the First Principles of Instruction to Make Instruction Effective, Efficient, and Engaging
  • III. Design
  • 22. Instructional Design Models
  • 23. Design Thinking and Agile Design
  • 24. What and how do designers design?
  • 25. The Development of Design-Based Research
  • 26. A Survey of Educational Change Models
  • 27. Performance Technology
  • 28. Defining and Differentiating the Makerspace
  • 29. User Experience Design
  • IV. Technology and Media
  • 30. United States National Educational Technology Plan
  • 31. Technology Integration in Schools
  • 32. K-12 Technology Frameworks
  • 33. What Is Technological Pedagogical Content Knowledge?
  • 34. The Learner-Centered Paradigm of Education
  • 35. Distance Learning
  • 36. Old Concerns with New Distance Education Research
  • 37. Open Educational Resources
  • 38. The Value of Serious Play
  • 39. Video Games and the Future of Learning
  • 40. Educational Data Mining and Learning Analytics
  • 41. Opportunities and Challenges with Digital Open Badges
  • V. Becoming an LIDT Professional
  • 42. The Moral Dimensions of Instructional Design
  • 43. Creating an Intentional Web Presence
  • 44. Where Should Educational Technologists Publish Their Research?
  • 45. Rigor, Influence, and Prestige in Academic Publishing
  • 46. Educational Technology Conferences
  • 47. Networking at Conferences
  • 48. PIDT, the Important Unconference for Academics
  • VI. Preparing for an LIDT Career
  • 49. What Are the Skills of an Instructional Designer?
  • 50. Careers in Academia: The Secret Handshake
  • 51. Careers in K-12 Education
  • 52. Careers in Museum Learning
  • 53. Careers in Consulting
  • Final Reading Assignment
  • Index of Topics
  • Translations

The Development of Design-Based Research

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Editor’s Note

Design-Based Research (DBR) is one of the most exciting evolutions in research methodology of our time, as it allows for the potential knowledge gained through the intimate connections designers have with their work to be combined with the knowledge derived from research. These two sources of knowledge can inform each other, leading to improved design interventions as well as improved local and generalizable theory. However, these positive outcomes are not easily attained, as DBR is also a difficult method to implement well. The good news is that we can learn much from other disciplines who are also seeking to find effective strategies for intertwining design and research. In this chapter, we will review the history of DBR as well as Interdisciplinary Design Research (IDR) and then discuss potential implications for our field.

Shared Origins With IDR

These two types of design research, both DBR and IDR, share a common genesis among the design revolution of the 1960s, where designers, researchers, and scholars sought to elevate design from mere practice to an independent scholarly discipline, with its own research and distinct theoretical and methodological underpinnings. A scholarly focus on design methods, they argued, would foster the development of design theories, which would in turn improve the quality of design and design practice (Margolin, 2010). Research on design methods, termed design research, would be the foundation of this new discipline.

Design research had existed in primitive form—as market research and process analysis—since before the turn of the 20th century, and, although it had served to improve processes and marketing, it had not been applied as scientific research. John Chris Jones, Bruce Archer, and Herbert Simon were among the first to shift the focus from research for design (e.g., research with the intent of gathering data to support product development) to research on design (e.g., research exploring the design process). Their efforts framed the initial development of design research and science.

John Chris Jones

An engineer, Jones (1970) felt that the design process was ambiguous and often too abstruse to discuss effectively. One solution, he offered, was to define and discuss design in terms of methods. By identifying and discussing design methods, researchers would be able to create transparency in the design process, combating perceptions of design being more or less mysteriously inspired. This discussion of design methods, Jones proposed, would in turn raise the level of discourse and practice in design.

Bruce Archer

Archer, also an engineer, worked with Jones and likewise supported the adoption of research methods from other disciplines. Archer (1965) proposed that applying systematic methods would improve the assessment of design problems and foster the development of effective solutions. Archer recognized, however, that improved practice alone would not enable design to achieve disciplinary status. In order to become a discipline, design required a theoretical foundation to support its practice. Archer (1981) advocated that design research was the primary means by which theoretical knowledge could be developed. He suggested that the application of systematic inquiry, such as existed in engineering, would yield knowledge about not only product and practice, but also the theory that guided each.

Herbert Simon

It was multidisciplinary social scientist Simon, however, that issued the clarion call for transforming design into design science (Buchanan, 2007; Collins, 1992; Collins, Joseph, & Bielaczyc, 2004; Cross, 1999; Cross, 2007; Friedman, 2003; Jonas, 2007; Willemien, 2009). In The Sciences of the Artificial, Simon (1969) reasoned that the rigorous inquiry and discussion surrounding naturally occurring processes and phenomena was just as necessary for man-made products and processes. He particularly called for “[bodies] of intellectually tough, analytic, partly formalizable, partly empirical, teachable doctrine about the design process” (p. 132). This call for more scholarly discussion and practice resonated with designers across disciplines in design and engineering (Buchanan, 2007; Cross, 1999; Cross, 2007; Friedman, 2003; Jonas, 2007; Willemien, 2009). IDR sprang directly from this early movement and has continued to gain momentum, producing an interdisciplinary body of research encompassing research efforts in engineering, design, and technology.

Years later, in the 1980s, Simon’s work inspired the first DBR efforts in education (Collins et al., 2004). Much of the DBR literature attributes its beginnings to the work of Ann Brown and Allan Collins (Cobb, Confrey, diSessa, Lehrer, & Schauble, 2003; Collins et al., 2004; Kelly, 2003; McCandliss, Kalchman, & Bryant, 2003; Oh & Reeves, 2010; Reeves, 2006; Shavelson, Phillips, Towne, & Feuer, 2003; Tabak, 2004; van den Akker, 1999). Their work, focusing on research and development in authentic contexts, drew heavily on research approaches and development practices in the design sciences, including the work of early design researchers such as Simon (Brown, 1992; Collins, 1992; Collins et al., 2004). However, over generations of research, this connection has been all but forgotten, and DBR, although similarly inspired by the early efforts of Simon, Archer, and Jones, has developed into an isolated and discipline-specific body of design research, independent from its interdisciplinary cousin.

Current Issues in DBR

The initial obstacle to understanding and engaging in DBR is understanding what DBR is. What do we call it? What does it entail? How do we do it? Many of the current challenges facing DBR concern these questions. Specifically, there are three issues that influence how DBR is identified, implemented, and discussed. First, proliferation of terminology among scholars and inconsistent use of these terms have created a sprawling body of literature, with various splinter DBR groups hosting scholarly conversations regarding their particular brand of DBR. Second, DBR, as a field, is characterized by a lack of definition, in terms of its purpose, its characteristics, and the steps or processes of which it is comprised. Third, the one consistent element of DBR across the field is an unwieldy set of considerations incumbent upon the researcher.

Because it is so difficult to define and conceptualize DBR, it is similarly difficult to replicate authentically. Lack of scholarly agreement on the characteristics and outcomes that define DBR withholds a structure by which DBR studies can be identified and evaluated and, ultimately, limits the degree to which the field can progress. The following sections will identify and explore the three greatest challenges facing DBR today: proliferation of terms, lack of definition, and competing demands.

Proliferation of Terminology

One of the most challenging characteristics of DBR is the quantity and use of terms that identify DBR in the research literature. There are seven common terms typically associated with DBR: design experiments, design research, design-based research, formative research, development research, developmental research, and design-based implementation research.

Synonymous Terms

Collins and Brown first termed their efforts design experiments (Brown, 1992; Collins, 1992). Subsequent literature stemming from or relating to Collins’ and Brown’s work used design research and design experiments synonymously (Anderson & Shattuck, 2012; Collins et al., 2004). Design-based research was introduced to distinguish DBR from other research approaches. Sandoval and Bell (2004) best summarized this as follows:

We have settled on the term design-based research over the other commonly used phrases “design experimentation,” which connotes a specific form of controlled experimentation that does not capture the breadth of the approach, or “design research,” which is too easily confused with research design and other efforts in design fields that lack in situ research components. (p. 199)

Variations by Discipline

Terminology across disciplines refers to DBR approaches as formative research, development research, design experiments, and developmental research. According to van den Akker (1999), the use of DBR terminology also varies by educational sub-discipline, with areas such as (a) curriculum, (b) learning and instruction, (c) media and technology, and (d) teacher education and didactics favoring specific terms that reflect the focus of their research (Figure 1).

Figure 1. Variations in DBR terminology across educational sub-disciplines.

Lack of Definition

This variation across disciplines, with design researchers tailoring design research to address discipline-specific interests and needs, has created a lack of definition in the field overall. In addition, in the literature, DBR has been conceptualized at various levels of granularity. Here, we will discuss three existing approaches to defining DBR: (a) statements of the overarching purpose, (b) lists of defining characteristics, and (c) models of the steps or processes involved.

General Purpose

In literature, scholars and researchers have made multiple attempts to isolate the general purpose of design research in education, with each offering a different insight and definition. According to van den Akker (1999), design research is distinguished from other research efforts by its simultaneous commitment to (a) developing a body of design principles and methods that are based in theory and validated by research and (b) offering direct contributions to practice. This position was supported by Sandoval and Bell (2004), who suggested that the general purpose of DBR was to address the “tension between the desire for locally usable knowledge, on the one hand, and scientifically sound, generalizable knowledge on the other” (p. 199). Cobb et al. (2003) particularly promoted the theory-building focus, asserting “design experiments are conducted to develop theories, not merely to empirically tune ‘what works’” (p. 10). Shavelson et al. (2003) recognized the importance of developing theory but emphasized that the testing and building of instructional products was an equal focus of design research rather than the means to a theoretical end.

The aggregate of these definitions suggests that the purpose of DBR involves theoretical and practical design principles and active engagement in the design process. However, DBR continues to vary in its prioritization of these components, with some focusing largely on theory, others emphasizing practice or product, and many examining neither but all using the same terms.

Specific Characteristics

Another way to define DBR is by identifying the key characteristics that both unite and define the approach. Unlike other research approaches, DBR can take the form of multiple research methodologies, both qualitative and quantitative, and thus cannot be recognized strictly by its methods. Identifying characteristics, therefore, concern the research process, context, and focus. This section will discuss the original characteristics of DBR, as introduced by Brown and Collins, and then identify the seven most common characteristics suggested by DBR literature overall.

Brown’s concept of DBR. Brown (1992) defined design research as having five primary characteristics that distinguished it from typical design or research processes. First, a design is engineered in an authentic, working environment. Second, the development of research and the design are influenced by a specific set of inputs: classroom environment, teachers and students as researchers, curriculum, and technology. Third, the design and development process includes multiple cycles of testing, revision, and further testing. Fourth, the design research process produces an assessment of the design’s quality as well as the effectiveness of both the design and its theoretical underpinnings. Finally, the overall process should make contributions to existing learning theory.

Collins’s concept of DBR. Collins (1990, 1992) posed a similar list of design research characteristics. Collins echoed Brown’s specifications of authentic context, cycles of testing and revision, and design and process evaluation. Additionally, Collins provided greater detail regarding the characteristics of the design research processes—specifically, that design research should include the comparison of multiple sample groups, be systematic in both its variation within the experiment and in the order of revisions (i.e., by testing the innovations most likely to succeed first), and involve an interdisciplinary team of experts including not just the teacher and designer, but technologists, psychologists, and developers as well. Unlike Brown, however, Collins did not refer to theory building as an essential characteristic.

Current DBR characteristics. The DBR literature that followed expanded, clarified, and revised the design research characteristics identified by Brown and Collins. The range of DBR characteristics discussed in the field currently is broad but can be distilled to seven most frequently referenced identifying characteristics of DBR: design driven, situated, iterative, collaborative, theory building, practical, and productive.

Design driven. All literature identifies DBR as focusing on the evolution of a design (Anderson & Shattuck, 2012; Brown, 1992; Cobb et al., 2003; Collins, 1992; Design-Based Research Collective, 2003). While the design can range from an instructional artifact to an intervention, engagement in the design process is what yields the experience, data, and insight necessary for inquiry.

Situated. Recalling Brown’s (1992) call for more authentic research contexts, nearly all definitions of DBR situate the aforementioned design process in a real-world context, such as a classroom (Anderson & Shattuck, 2012; Barab & Squire, 2004; Cobb et al., 2003).

Iterative. Literature also appears to agree that a DBR process does not consist of a linear design process, but rather multiple cycles of design, testing, and revision (Anderson & Shattuck, 2012; Barab & Squire, 2004; Brown, 1992; Design-Based Research Collective, 2003; Shavelson et al., 2003). These iterations must also represent systematic adjustment of the design, with each adjustment and subsequent testing serving as a miniature experiment (Barab & Squire, 2004; Collins, 1992).

Collaborative. While the literature may not always agree on the roles and responsibilities of those engaged in DBR, collaboration between researchers, designers, and educators appears to be key (Anderson & Shattuck, 2012; Barab & Squire, 2004; McCandliss et al., 2003). Each collaborator enters the project with a unique perspective and, as each engages in research, forms a role-specific view of phenomena. These perspectives can then be combined to create a more holistic view of the design process, its context, and the developing product.

Theory building. Design research focuses on more than creating an effective design; DBR should produce an intimate understanding of both design and theory (Anderson & Shattuck, 2012; Barab & Squire, 2004; Brown, 1992; Cobb et al., 2003; Design-Based Research Collective, 2003; Joseph, 2004; Shavelson et al., 2003). According to Barab & Squire (2004), “Design-based research requires more than simply showing a particular design works but demands that the researcher . . . generate evidence-based claims about learning that address contemporary theoretical issues and further the theoretical knowledge of the field” (p. 6). DBR needs to build and test theory, yielding findings that can be generalized to both local and broad theory (Hoadley, 2004).

Practical. While theoretical contributions are essential to DBR, the results of DBR studies “must do real work” (Cobb et al., 2003, p. 10) and inform instructional, research, and design practice (Anderson & Shattuck, 2012; Barab & Squire, 2004; Design-Based Research Collective, 2003; McCandliss et al., 2003).

Productive. Not only should design research produce theoretical and practical insights, but also the design itself must produce results, measuring its success in terms of how well the design meets its intended outcomes (Barab & Squire, 2004; Design-Based Research Collective, 2003; Joseph, 2004; McCandliss et al., 2003).

Steps and Processes

The third way DBR could possibly be defined is to identify the steps or processes involved in implementing it. The sections below illustrate the steps outlined by Collins (1990) and Brown (1992) as well as models by Bannan-Ritland (2003), Reeves (2006), and an aggregate model presented by Anderson & Shattuck (2012).

Collins’s design experimentation steps. In his technical report, Collins (1990) presented an extensive list of 10 steps in design experimentation (Figure 2). While Collins’s model provides a guide for experimentally testing and developing new instructional programs, it does not include multiple iterative stages or any evaluation of the final product. Because Collins was interested primarily in development, research was not given much attention in his model.

Brown’s design research example. The example of design research Brown (1992) included in her article was limited and less clearly delineated than Collins’s model (Figure 2). Brown focused on the development of educational interventions, including additional testing with minority populations. Similar to Collins, Brown also omitted any summative evaluation of intervention quality or effectiveness and did not specify the role of research through the design process.

Bannan-Ritland’s DBR model. Bannan-Ritland (2003) reviewed design process models in fields such as product development, instructional design, and engineering to create a more sophisticated model of design-based research. In its simplest form, Bannan-Ritland’s model is comprised of multiple processes subsumed under four broad stages: (a) informed exploration, (b) enactment, (c) evaluation of local impact, and (d) evaluation of broad impact. Unlike Collins and Brown, Bannan-Ritland dedicated large portions of the model to evaluation in terms of the quality and efficacy of the final product as well as the implications for theory and practice.

Reeves’s development research model. Reeves (2006) provided a simplified model consisting of just four steps (Figure 2). By condensing DBR into just a few steps, Reeves highlighted what he viewed as the most essential processes, ending with a general reflection on both the process and product generated in order to develop theoretical and practical insights.

Anderson and Shattuck’s aggregate model. Anderson and Shattuck (2012) reviewed design-based research abstracts over the past decade and, from their review, presented an eight-step aggregate model of DBR (Figure 2). As an aggregate of DBR approaches, this model was their attempt to unify approaches across DBR literature, and includes similar steps to Reeves’s model. However, unlike Reeves, Anderson and Shattuck did not include summative reflection and insight development.

Comparison of models. Following in Figure 2, we provide a comparison of all these models side-by-side.

design based research cycle

Figure 2. EDR process models by Collins (1990), Brown (1992), Bannan-Ritland (2003), Reeves (2006), and Anderson and Shattuck (2012).

Competing Demands and Roles

The third challenge facing DBR is the variety of roles researchers are expected to fulfill, with researchers often acting simultaneously as project managers, designers, and evaluators. However, with most individuals able to focus on only one task at a time, these competing demands on resources and researcher attention and faculties can be challenging to balance, and excess focus on one role can easily jeopardize others. The literature has recognized four major roles that a DBR professional must perform simultaneously: researcher, project manager, theorist, and designer.

Researcher as Researcher

Planning and carrying out research is already comprised of multiple considerations, such as controlling variables and limiting bias. The nature of DBR, with its collaboration and situated experimentation and development, innately intensifies some of these issues (Hoadley, 2004). While simultaneously designing the intervention, a design-based researcher must also ensure that high-quality research is accomplished, per typical standards of quality associated with quantitative or qualitative methods.

However, research is even more difficult in DBR because the nature of the method leads to several challenges. First, it can be difficult to control the many variables at play in authentic contexts (Collins et al., 2004). Many researchers may feel torn between being able to (a) isolate critical variables or (b) study the comprehensive, complex nature of the design experience (van den Akker, 1999). Second, because many DBR studies are qualitative, they produce large amounts of data, resulting in demanding data collection and analysis (Collins et al., 2004). Third, according to Anderson and Shattuck (2012), the combination of demanding data analysis and highly invested roles of the researchers leaves DBR susceptible to multiple biases during analysis. Perhaps best expressed by Barab and Squire (2004), “if a researcher is intimately involved in the conceptualization, design, development, implementation, and researching of a pedagogical approach, then ensuring that researchers can make credible and trustworthy assertions is a challenge” (p. 10). Additionally, the assumption of multiple roles invests much of the design and research in a single person, diminishing the likelihood of replicability (Hoadley, 2004). Finally, it is impossible to document or account for all discrete decisions made by the collaborators that influenced the development and success of the design (Design-Based Research Collective, 2003).

Quality research, though, was never meant to be easy! Despite these challenges, DBR has still been shown to be effective in simultaneously developing theory through research as well as interventions that can benefit practice—the two simultaneous goals of any instructional designer.

Researcher as Project Manager

The collaborative nature of DBR lends the approach one of its greatest strengths: multiple perspectives. While this can be a benefit, collaboration between researchers, developers, and practitioners needs to be highly coordinated (Collins et al., 2004), because it is difficult to manage interdisciplinary teams and maintain a productive, collaborative partnership (Design-Based Research Collective, 2003).

Researcher as Theorist

For many researchers in DBR, the development or testing of theory is a foundational component and primary focus of their work. However, the iterative and multi-tasking nature of a DBR process may not be well-suited to empirically testing or building theory. According to Hoadley (2004), “the treatment’s fidelity to theory [is] initially, and sometimes continually, suspect” (p. 204). This suggests that researchers, despite intentions to test or build theory, may not design or implement their solution in alignment with theory or provide enough control to reliably test the theory in question.

Researcher as Designer

Because DBR is simultaneously attempting to satisfy the needs of both design and research, there is a tension between the responsibilities of the researcher and the responsibilities of the designer (van den Akker, 1999). Any design decision inherently alters the research. Similarly, research decisions place constraints on the design. Skilled design-based researchers seek to balance these competing demands effectively.

What We Can Learn From IDR

IDR has been encumbered by similar issues that currently exist in DBR. While IDR is by no means a perfect field and is still working to hone and clarify its methods, it has been developing for two decades longer than DBR. The history of IDR and efforts in the field to address similar issues can yield possibilities and insights for the future of DBR. The following sections address efforts in IDR to define the field that hold potential for application in DBR, including how professionals in IDR have focused their efforts to increase unity and worked to define sub-approaches more clearly.

Defining Approaches

Similar to DBR, IDR has been subject to competing definitions as varied as the fields in which design research has been applied (i.e., product design, engineering, manufacturing, information technology, etc.) (Findeli, 1998; Jonas, 2007; Schneider, 2007). Typically, IDR scholars have focused on the relationship between design and research, as well as the underlying purpose, to define the approach. This section identifies three defining conceptualizations of IDR—the prepositional approach trinity, Cross’s -ologies, and Buchanan’s strategies of productive science—and discusses possible implications for DBR.

The Approach Trinity

One way of defining different purposes of design research is by identifying the preposition in the relationship between research and design: research into design, research for design, and research through design (Buchanan, 2007; Cross, 1999; Findeli, 1998; Jonas, 2007; Schneider, 2007).

Jonas (2007) identified research into design as the most prevalent—and straightforward—form of IDR. This approach separates research from design practice; the researcher observes and studies design practice from without, commonly addressing the history, aesthetics, theory, or nature of design (Schneider, 2007). Research into design generally yields little or no contribution to broader theory (Findeli, 1998).

Research for design applies to complex, sophisticated projects, where the purpose of research is to foster product research and development, such as in market and user research (Findeli, 1998; Jonas, 2007). Here, the role of research is to build and improve the design, not contribute to theory or practice.

According to Jonas’s (2007) description, research through design bears the strongest resemblance to DBR and is where researchers work to shape their design (i.e., the research object) and establish connections to broader theory and practice. This approach begins with the identification of a research question and carries through the design process experimentally, improving design methods and finding novel ways of controlling the design process (Schneider, 2007). According to Findeli (1998), because this approach adopts the design process as the research method, it helps to develop authentic theories of design.

Cross’s-ologies

Cross (1999) conceived of IDR approaches based on the early drive toward a science of design and identified three bodies of scientific inquiry: epistemology, praxiology, and phenomenology. Design epistemology primarily concerns what Cross termed “designerly ways of knowing” or how designers think and communicate about design (Cross, 1999; Cross, 2007). Design praxiology deals with practices and processes in design or how to develop and improve artifacts and the processes used to create them. Design phenomenology examines the form, function, configuration, and value of artifacts, such as exploring what makes a cell phone attractive to a user or how changes in a software interface affect user’s activities within the application.

Buchanan’s Strategies of Productive Science

Like Cross, Buchanan (2007) viewed IDR through the lens of design science and identified four research strategies that frame design inquiry: design science, dialectic inquiry, rhetorical inquiry, and productive science (Figure 2). Design science focuses on designing and decision-making, addressing human and consumer behavior. According to Buchanan (2007), dialectic inquiry examines the “social and cultural context of design; typically [drawing] attention to the limitations of the individual designer in seeking sustainable solutions to problems” (p.57). Rhetorical inquiry focuses on the design experience as well as the designer’s process to create products that are usable, useful, and desirable. Productive science studies how the potential of a design is realized through the refinement of its parts, including materials, form, and function. Buchanan (2007) conceptualized a design research—what he termed design inquiry—that includes elements of all four strategies, looking at the designer, the design, the design context, and the refinement process as a holistic experience.

design based research cycle

Figure 3. Buchanan’s productive science strategies, adapted from Buchanan (2007)

Implications for DBR

While the literature has yet to accept any single approach to defining types of IDR, it may still be helpful for DBR to consider similar ways of limiting and defining sub-approaches in the field. The challenges brought on by collaboration, multiple researcher roles, and lack of sufficient focus on the design product could be addressed and relieved by identifying distinct approaches to DBR. This idea is not new. Bell and Sandoval (2004) opposed the unification of DBR, specifically design-based research, across educational disciplines (such as developmental psychology, cognitive science, and instructional design). However, they did not suggest any potential alternatives. Adopting an IDR approach, such as the approach trinity, could serve to both unite studies across DBR and clearly distinguish the purpose of the approach and its primary functions. Research into design could focus on the design process and yield valuable insights on design thinking and practice. Research for design could focus on the development of an effective product, which development is missing from many DBR approaches. Research through design would use the design process as a vehicle to test and develop theory, reducing the set of expected considerations. Any approach to dividing or defining DBR efforts could help to limit the focus of the study, helping to prevent the diffusion of researcher efforts and findings.

In this chapter we have reviewed the historical development of both design-based research and interdisciplinary design research in an effort to identify strategies in IDR that could benefit DBR development. Following are a few conclusions, leading to recommendations for the DBR field.

Improve Interdisciplinary Collaboration

Overall, one key advantage that IDR has had—and that DBR presently lacks—is communication and collaboration with other fields. Because DBR has remained so isolated, only rarely referencing or exploring approaches from other design disciplines, it can only evolve within the constraints of educational inquiry. IDR’s ability to conceive solutions to issues in the field is derived, in part, from a wide variety of disciplines that contribute to the body of research. Engineers, developers, artists, and a range of designers interpose their own ideas and applications, which are in turn adopted and modified by others. Fostering collaboration between DBR and IDR, while perhaps not the remedy to cure all scholarly ills, could yield valuable insights for both fields, particularly in terms of refining methodologies and promoting the development of theory.

Simplify Terminology and Improve Consistency in Use

As we identified in this paper, a major issue facing DBR is the proliferation of terminology among scholars and the inconsistency in usage. From IDR comes the useful acknowledgement that there can be research into design, for design, and through design (Buchanan, 2007; Cross, 1999; Findeli, 1998; Jonas, 2007; Schneider, 2007). This framework was useful for scholars in our conversations at the conference. A resulting recommendation, then, is that, in published works, scholars begin articulating which of these approaches they are using in that particular study. This can simplify the requirements on DBR researchers, because instead of feeling the necessity of doing all three in every paper, they can emphasize one. This will also allow us to communicate our research better with IDR scholars.

Describe DBR Process in Publications

Oftentimes authors publish DBR studies using the same format as regular research studies, making it difficult to recognize DBR research and learn how other DBR scholars mitigate the challenges we have discussed in this chapter. Our recommendation is that DBR scholars publish the messy findings resulting from their work and pull back the curtain to show how they balanced competing concerns to arrive at their results. We believe it would help if DBR scholars adopted more common frameworks for publishing studies. In our review of the literature, we identified the following characteristics, which are the most frequently used to identify DBR:

  • DBR is design driven and intervention focused
  • DBR is situated within an actual teaching/learning context
  • DBR is iterative
  • DBR is collaborative between researchers, designers, and practitioners
  • DBR builds theory but also needs to be practical and result in useful interventions

One recommendation is that DBR scholars adopt these as the characteristics of their work that they will make explicit in every published paper so that DBR articles can be recognized by readers and better aggregated together to show the value of DBR over time. One suggestion is that DBR scholars in their methodology sections could adopt these characteristics as subheadings. So in addition to discussing data collection and data analysis, they would also discuss Design Research Type (research into, through, or of design), Description of the Design Process and Product, Design and Learning Context, Design Collaborations, and a discussion explicitly of the Design Iterations, perhaps by listing each iteration and then the data collection and analysis for each. Also in the concluding sections, in addition to discussing research results, scholars would discuss Applications to Theory (perhaps dividing into Local Theory and Outcomes and Transferable Theory and Findings) and Applications for Practice. Papers that are too big could be broken up with different papers reporting on different iterations but using this same language and formatting to make it easier to connect the ideas throughout the papers. Not all papers would have both local and transferable theory (the latter being more evident in later iterations), so it would be sufficient to indicate in a paper that local theory and outcomes were developed and met with some ideas for transferable theory that would be developed in future iterations. The important thing would be to refer to each of these main characteristics in each paper so that scholars can recognize the work as DBR, situate it appropriately, and know what to look for in terms of quality during the review process.

Application Exercises

  • According to the authors, what are the major issues facing DBR and what are some things that can be done to address this problem?
  • Imagine you have designed a new learning app for use in public schools. How would you go about testing it using design-based research?

Anderson, T., & Shattuck, J. (2012). Design-based research: A decade of progress in education research? Educational Researcher, 41 (1), 16–25.

Archer, L.B. (1965). Systematic method for designers. In N. Cross (ed.), Developments in design methodology. London, England: John Wiley, 1984, pp. 57–82.

Archer, L. B. (1981). A view of the nature of design research. In R. Jacques & J.A. Powell (Eds.), Design: Science: Method (pp. 36-39). Guilford, England: Westbury House.

Bannan-Ritland, B. (2003). The role of design in research: The integrative learning design framework. Educational Researcher, 32 (1), 21 –24. doi:10.3102/0013189X032001021

Barab, S., & Squire, K. (2004). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13 (1), 1–14.

Brown, A. L. (1992). Design experiments: Theoretical and methodological challenges in creating complex interventions in classroom settings. The Journal of the Learning Sciences, 2 (2), 141–178.

Buchanan, R. (2007). Strategies of design research: Productive science and rhetorical inquiry. In R. Michel (Ed.), Design research now (pp. 55–66). Basel, Switzerland: Birkhäuser Verlag AG.

Cobb, P., Confrey, J., diSessa, A., Lehrer, R., & Schauble, L. (2003). Design experiments in educational research. Educational Researcher, 32 (1), 9–13. doi:10.3102/0013189X032001009

Collins, A. (1990). Toward a Design Science of Education. Technical Report No. 1.

Collins, A. (1992). Toward a design science of education. In E. Scanlon & T. O’Shea (Eds.), New directions in educational technology. Berlin, Germany: Springer-Verlag.

Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design research: Theoretical and methodological issues. The Journal of the Learning Sciences, 13 (1), 15–42.

Cross, N. (1999). Design research: A disciplined conversation. Design Issues, 15 (2), 5–10. doi:10.2307/1511837

Cross, N. (2007). Forty years of design research. Design Studies, 28 (1), 1–4. doi:10.1016/j.destud.2006.11.004

Design-Based Research Collective. (2003). Design-based research: An emerging paradigm for educational inquiry. Educational Researcher, 32 (1), 5–8. doi:10.3102/0013189X032001005

Findeli, A. (1998). A quest for credibility: Doctoral education and research in design at the University of Montreal. Doctoral Education in Design, Ohio, 8–11 October 1998.

Friedman, K. (2003). Theory construction in design research: Criteria: approaches, and methods. Design Studies, 24 (6), 507–522.

Hoadley, C. M. (2004). Methodological alignment in design-based research. Educational Psychologist, 39 (4), 203–212.

Jonas, W. (2007). Design research and its meaning to the methodological development of the discipline. In R. Michel (Ed.), Design research now (pp. 187–206). Basel, Switzerland: Birkhäuser Verlag AG.

Jones, J. C. (1970). Design methods: Seeds of human futures. New York, NY: John Wiley & Sons Ltd.

Joseph, D. (2004). The practice of design-based research: uncovering the interplay between design, research, and the real-world context. Educational Psychologist, 39 (4), 235–242.

Kelly, A. E. (2003). Theme issue: The role of design in educational research. Educational Researcher, 32 (1), 3–4. doi:10.3102/0013189X032001003

Margolin, V. (2010). Design research: Towards a history. Presented at the Design Research Society Annual Conference on Design & Complexity, Montreal, Canada. Retrieved from http://www.drs2010.umontreal.ca/data/PDF/080.pdf

McCandliss, B. D., Kalchman, M., & Bryant, P. (2003). Design experiments and laboratory approaches to learning: Steps toward collaborative exchange. Educational Researcher, 32 (1), 14–16. doi:10.3102/0013189X032001014

Michel, R. (Ed.). (2007). Design research now. Basel, Switzerland: Birkhäuser Verlag AG

Oh, E., & Reeves, T. C. (2010). The implications of the differences between design research and instructional systems design for educational technology researchers and practitioners. Educational Media International, 47 (4), 263–275.

Reeves, T. C. (2006). Design research from a technology perspective. In J. van den Akker, K. Gravemeijer, S. McKenney, & N. Nieveen (Eds.), Educational design research (Vol. 1, pp. 52–66). London, England: Routledge.

Reigeluth, C. M., & Frick, T. W. (1999). Formative research: A methodology for creating and improving design theories. In C. Reigeluth (Ed.), Instructional-design theories and models. A new paradigm of instructional theory (Vol. 2) (pp. 633–651), Mahwah, NJ: Lawrence Erlbaum Associates.

Richey, R. C., & Nelson, W. A. (1996). Developmental research. In D. Jonassen (Ed.), Handbook of research for educational communications and technology (pp. 1213–1245), London, England: Macmillan.

Sandoval, W. A., & Bell, P. (2004). Design-based research methods for studying learning in context: Introduction. Educational Psychologist, 39 (4), 199–201.

Schneider, B. (2007). Design as practice, science and research. In R. Michel (Ed.), Design research now (pp. 207–218). Basel, Switzerland: Birkhäuser Verlag AG.

Shavelson, R. J., Phillips, D. C., Towne, L., & Feuer, M. J. (2003). On the science of education design studies. Educational Researcher, 32 (1), 25–28. doi:10.3102/0013189X032001025

Simon, H. A. (1969). The sciences of the artificial. Cambridge, MA: The MIT Press.

Tabak, I. (2004). Reconstructing context: Negotiating the tension between exogenous and endogenous educational design. Educational Psychologist, 39 (4), 225–233.

van den Akker, J. (1999). Principles and methods of development research. In J. van den Akker, R. M. Branch, K. Gustafson, N. Nieveen, & T. Plomp (Eds.), Design approaches and tools in education and training (pp. 1–14). Norwell, MA: Kluwer Academic Publishers.

van den Akker, J., & Plomp, T. (1993). Development research in curriculum: Propositions and experiences. Paper presented at the annual meeting of the American Educational Research Association, April 12–14, Atlanta, GA.

Walker, D.F., (1992). Methodological issues in curriculum research, In Jackson, P. (Ed.), Handbook of research on curriculum (pp. 98–118). New York, NY: Macmillan.

Walker, D. & Bresler, L. (1993). Development research: Definitions, methods, and criteria. Paper presented at the annual meeting of the American Educational Research Association, April 12–16, Atlanta, GA.

Willemien, V. (2009). Design: One, but in different forms. Design Studies, 30 (3), 187–223. doi:10.1016/j.destud.2008.11.004

Further Video Resource

Video Interviews with many of leading scholars of design-based research are available at https://edtechbooks.org/-iQ

question mark

Kimberly D. N. Christensen is a consultant focusing on research, experience design, and human factors in software and consumer product development. She is also an adjunct professor with Brigham Young University – Idaho and the University of Utah’s Multi-Disciplinary Design program, teaching applied research methods and human-centered design.

design based research cycle

Brigham Young University

Dr. Richard E. West is an associate professor of Instructional Psychology and Technology at Brigham Young University. He teaches courses in instructional design, academic writing, qualitative research methods, program/product evaluation, psychology, creativity and innovation, technology integration skills for preservice teachers, and the foundations of the field of learning and instructional design technology.

Dr. West’s research focuses on developing educational institutions that support 21st century learning. This includes teaching interdisciplinary and collaborative creativity and design thinking skills, personalizing learning through open badges, increasing access through open education, and developing social learning communities in online and blended environments. He has published over 90 articles, co-authoring with over 80 different graduate and undergraduate students, and received scholarship awards from the American Educational Research Association, Association for Educational Communications and Technology, and Brigham Young University.

He tweets @richardewest, and his research can be found on http://richardewest.com/

This content is provided to you freely by EdTech Books.

Access it online or download it at https://edtechbooks.org/lidtfoundations/development_of_design-based_research .

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What is Design-Based Research?

Design-Based Research (DBR) is a systematic, iterative, and flexible approach often used in our work designing emerging technologies. We’ll contrast DBR with other methods that are sometimes confused with it such as, design-based implementation research, co-design, and design studies. In our focus on DBR, we’ll see how it can help us understand and improve our theory-based designs through empirical research in authentic contexts. In this session, attendees will learn what DBR is, and how design activities and research activities can be used to test theoretical conjectures, improve implementations, and generate knowledge such as design patterns, principles, or theories. DBR is iterative and we’ll spend time discussing how to take findings and results from one iteration of DBR into the next cycle, including how to document this process. The session leaders will also discuss how to include an equity lens in DBR work.

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Research Cycle Process and Theory explained

Research Cycle - Toolshero

Research Cycle: This article provides a practical explanation of the research cycle . The article begins with a list of the research stages and a list of questions that every researcher should ask themselves before and during the research process. After this introduction, you will find a detailed explanation about every phase of the research cycle, as well as tips and recommendations for starting researchers. Enjoy reading!

What is a research cycle?

A research cycle is a series of stages that guide the user through the process of conducting research. The cycle roughly consists of the following stages:

  • Determining research methods
  • Data collection
  • Evaluating and analyzing data
  • Reporting and documenting

These stages will be discussed later in this article, including a description of the tasks and results from each stage. Because every research project is unique, it is important to constantly ask yourself the following questions:

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  • What am I going to research?
  • Why am I researching this?
  • Who am I going to research?
  • How am I going to conduct my research?
  • Where am I going to conduct my research?
  • When am I going to conduct my research?

Stages of the research cycle

Research is a vital process for gaining insights and discovering new information in a particular field. The research cycle involves several stages, including analyzing the problem , determining research methods , collecting data, analyzing and evaluating the data, reporting and documenting the findings, and repeating the process.

Research Cycle stages - Toolshero

Figure 1 – Phases / Stages of the research cycle

Stage 1: Analyzing

The first stage of the research cycle is analyzing the problem or topic under investigation. Researchers need to define the research question, scope of the study, and background of the research topic, including its significance in the field.

This stage also requires a thorough review of existing literature and research and identifying any potential limitations. The definition of research questions is also part of this phase.

Stage 2: Determining Research Methods

The next stage is determining the research methods to be used, including research design, data collection methods, and data analysis techniques.

Researchers must select the most appropriate methods for their study based on the research question, data availability, the type of field research and time constraints.

Stage 3: Data Collection

The third stage involves collecting the data needed to answer the research question. Researchers must ensure that the data collection methods used are reliable and valid, and take into consideration ethical considerations such as obtaining informed consent from participants and maintaining confidentiality.

Stage 4: Evaluating and Analyzing Data

The fourth stage is evaluating and analyzing the data collected to answer the research question. This involves cleaning and organizing the data and conducting statistical analysis using appropriate software. The results of the analysis are then interpreted, and conclusions are drawn based on the findings.

Stage 5: Report and Document

The fifth stage is reporting and documenting the findings. Researchers must present the research question, methods, results, and conclusions in a clear and concise manner. The report must be well-organized and easy to read, and the findings presented in a way that is meaningful to the target audience. Researchers must also include a discussion of the study’s limitations and recommendations for future research.

Stage 6: Repeat

The final stage of the research cycle involves repeating the process to refine the research question and methods. Researchers may need to conduct additional studies to address any limitations or questions that arise from the initial study. This iterative process allows researchers to continually refine their methods and findings, leading to more accurate and reliable results.

In conclusion, the research cycle is a crucial process that requires careful consideration and planning. By following the research cycle, researchers can ensure that their studies are well-designed, valid, and reliable. This iterative process allows researchers to continually refine their methods and findings, contributing to the advancement of their field.

Research Methodology Bootcamp: Research Methods Simplified    More information

Research Cycle tips and recommendations for the starting researcher

For anyone just starting out in the world of research, it can be a daunting task to navigate. However, with the right approach and mindset, starting researchers can set themselves up for success. Here are some tips and recommendations for those just beginning their research journey:

Start with a clear research question

Before beginning any research project, it is important to have a clear research question in mind. This will help guide your research and keep you focused throughout the process.

Conduct a thorough literature review

It is important to research existing literature on your topic to ensure that your research question has not already been answered or explored. Additionally, a literature review can provide valuable insights and information that can inform your research design and methods.

Choose appropriate research methods interviews , or experiments. It is important to choose methods that are appropriate for your research question and can yield valid and reliable results. Collect and analyze data carefully

Data collection and analysis are crucial components of any research project. It is important to ensure that your data is collected accurately and analyzed using appropriate statistical techniques.

Communicate your findings effectively

Once your research is complete, it is important to communicate your findings clearly and effectively to your target audience. This can include writing reports or creating presentations that are well-organized and easy to understand.

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Now It’s Your Turn

What do you think? Do you recognize the explanation about the research cycle? Do you recognize the cycle from times where you were working on a research topic, like your thesis? Do you think the cycle is complete and accurate as described? Or do you add new phases and elements to it? Which other tips and recommendations can you add?

Share your experience and knowledge in the comments box below.

More information

  • Barick, R. (2021). Research Methods For Business Students . Retrieved 02/16/2024 from Udemy.
  • Berman, P. S., Jones, J., & Udry, J. R. (2000). Research design . National Longitudinal Study of Adolescent Health.
  • Fox, W., & Bayat, M. S. (2008). A guide to managing research . Juta and company Ltd.
  • Verhoeven, N. (2007). Doing research. The Hows and Whys of Applied Research . Boom Lemma Uitgevers .

How to cite this article: Janse, B. (2023). Research Cycle Process . Retrieved [insert date] from Toolshero: https://www.toolshero.com/research/research-cycle/

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Ben Janse

Ben Janse is a young professional working at ToolsHero as Content Manager. He is also an International Business student at Rotterdam Business School where he focusses on analyzing and developing management models. Thanks to his theoretical and practical knowledge, he knows how to distinguish main- and side issues and to make the essence of each article clearly visible.

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  • Published: 30 March 2024

Study on the benefit analysis based on whole life cycle carbon emission calculation after the construction of photovoltaic systems in macau's construction waste landfills

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  • Waifan Tang 1 ,
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This study seeks to assess both environmental and economic effects associated with installing photovoltaic systems within construction waste landfills in Macau by employing an effective carbon emissions calculation methodology and benefit analysis method. Beginning by outlining characteristics and challenges associated with construction waste landfills, as well as photovoltaic systems used for this application in this paper. Here, we present a detailed outline of our methodology design, outlining its principles of life cycle analysis, data collection processes and the creation of carbon emissions calculation models. Subsequently, we examine photovoltaic systems within Macau's construction waste landfills by studying system design, component selection and operational strategies as well as carbon emission data collection during their operational time period. Under life cycle carbon emissions calculations, we assess the carbon emissions generated from photovoltaic systems as well as conduct an environmental and economic benefit analysis for carbon reduction benefit analysis purposes. This research incorporates sensitivity analysis and uncertainty consideration in order to conduct an extensive benefit analysis. The research results offer strong support for sustainable photovoltaic systems within Macau waste landfills as well as insights to inform planning and policy formation for similar future projects.

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Introduction

Background and research motivation.

In response to escalating concerns regarding global climate change, the imperative for renewable energy has become a pivotal factor in mitigating carbon emissions and promoting sustainable development. Solar photovoltaic systems, recognized as environmentally friendly energy technology, have garnered significant attention and widespread implementation.

Nevertheless, the construction and operation of these systems entail the potential for substantial environmental and resource implications, particularly in unique settings such as construction waste landfills. Macau, designated as a special administrative region, is presently undergoing intensive urbanization and construction activities, leading to the significant accumulation of construction waste.

These waste landfills, often viewed as formidable environmental and sustainability challenges, pose potential adverse effects on soil, water quality, and atmospheric conditions. Against this backdrop, the integration of photovoltaic systems into the construction of waste landfills aims not only to reduce dependence on conventional energy sources but also holds the promise of transforming and repurposing these landfill areas. This initiative aligns with the imperative to address environmental challenges while fostering sustainable development.

Research objectives and problem statement

This research endeavors to scrutinize the environmental benefits associated with integrating photovoltaic systems into Macau's construction waste landfills, utilizing life cycle carbon emissions calculations. The primary objective involves a comprehensive exploration of these advantages, specifically focusing on the following dimensions:

1. Examine life cycle carbon emissions associated with the integration of photovoltaic systems within Macau's construction waste landfills.

2. Investigate sustainable design and management strategies, providing insights to landfill operators to optimize the installation of photovoltaic systems within waste sites.

This research aims to offer crucial insights into installing photovoltaic systems within construction waste landfills in Macau and similar urban special regions. The overarching goal is to align with objectives related to carbon reduction, resource reuse, and sustainable urban development.

Literature review

Construction waste landfills.

Characteristics and Challenges of Construction Waste Landfills Construction waste landfills are sites accumulating construction and demolition waste such as concrete, bricks, wood or any other building material from demolition work projects. Such landfills pose various characteristics and challenges such as:

1. Waste diversity Construction waste landfills typically hold waste materials generated during both demolition projects and construction worksites, including concrete fragments, bricks, wood, metals, glass and plastics—such as those from concrete fragments to bricks to wood and metal to wood composites to non-uniform soil properties in terms of its composition resulting from interactions among various materials that result in nonuniform soil properties and an array of varying composition. Understanding of types, distribution and characteristics of waste are integral in designing photovoltaic systems as compaction levels thermal conductivity moisture absorption characteristics as well as compaction levels among materials may impact upon design of support structures as well as foundation stability issues that need to be considered when designing photovoltaic support structures as well as stability of foundations 1 .

2. Soil quality in waste landfills Soil quality at waste landfills may be affected by their waste composition, with various waste types potentially emitting hazardous substances, including heavy metals or organic compounds into the ground that pose threats to sustainability and environmental impacts of photovoltaic systems. Therefore, comprehensive analysis and monitoring must take place regularly in order to protect and stabilize landfill soils—particularly during periods of precipitation drainage which could release potentially toxic compounds into the air which could further impact upon its integrity and negatively affect our planet's sustainability environmental impacts 2 .

Research should take a holistic approach when investigating waste diversity and soil quality issues, including categorizing waste for treatment and testing as well as soil improvement methods. Such practices will assist designers of photovoltaic systems within waste landfills to optimize system stability, performance and sustainability while protecting against hazardous substance contamination during construction or operation of photovoltaic systems. Likewise, appropriate environmental protection measures must also be put in place in order to limit risks of soil and groundwater contamination by hazardous materials during this process 3 , 4 , 5 , 6 .

Application of photovoltaic systems in waste landfills and sustainability research

Photovoltaic systems installed at waste landfills may offer numerous environmental and sustainability advantages, helping address some key concerns:

1. Land reutilization Waste landfills often lie on the outskirts of urban areas and using these areas for photovoltaic systems can make maximum use out of abandoned land. Abandoned construction waste landfills often pose environmental concerns; due to the presence of hazardous materials like trash and waste products, such areas may not be appropriate for traditional land usage. Land reutilization poses the challenge of turning abandoned areas into sustainable and economically beneficial spaces. Photovoltaic system construction offers an effective means of land reclamation without needing extensive restoration efforts, effectively turning abandoned land into renewable energy production locations that bring environmental, energy production and economic benefits simultaneously 7 . By turning abandoned lands into productive spaces for renewable energy production, sustainability in terms of environmental preservation, energy generation and economic benefits can be reached simultaneously.

2. Carbon emission reductions Solar photovoltaic systems produce clean electricity that lowers carbon emissions by cutting back on fossil fuel use and dependence, thus decreasing dependence and thus emissions of harmful greenhouse gases such as methane gas 8 . Waste landfills can be considered sources of carbon emissions as they release greenhouse gases such as carbon dioxide and methane during decomposition processes. Installing photovoltaic systems in these areas can drastically decrease emissions of greenhouse gases and help mitigate global warming 9 . Carbon emissions generated during photovoltaic system construction and operation tend to be relatively minimal when compared with fossil-fueled electricity generation, particularly landfill installation of photovoltaics which has proven particularly successful at mitigating climate change effects while simultaneously contributing towards economic and societal wellbeing.

3. Resource reuse Producing photovoltaic components typically involves various materials that may come from waste landfills—providing opportunities for resource reuse 10 . Construction waste landfills contain underutilized resources like concrete, steel, glass and plastics that have gone unused—costing the environment as well as valuable resources that would otherwise remain unspent. Photovoltaic system construction offers an opportunity to repurpose waste resources, reduce waste production and increase resource sustainability—while at the same time improving their economic viability and economic feasibility of photovoltaic system projects. By effectively recycling abandoned resources it's possible to lessen environmental impact while decreasing waste generation while simultaneously improving resource use efficiency and improving economic feasibility of photovoltaic system projects 11 .

Photovoltaic systems present many unique challenges when applied in these unique locations, including soil contamination, array design complexity, equipment maintenance costs and ecological effects. Thus, in-depth research must be performed in order to develop sustainable reuse plans for waste landfills.

Life cycle analysis and carbon emission calculations

Life cycle analysis (LCA) is an environmental impact evaluation method. When applied to solar photovoltaic research, LCA becomes an invaluable resource in terms of measuring carbon emissions, energy efficiency and sustainability—key aspects that evolve alongside research efforts on photovoltaic system technologies 12 . LCA research in these areas:

1. Enhancing LCA methods Researchers are constantly making improvements to LCA methods—such as data collection, model complexity and result accuracy—in order to provide more comprehensive assessments of carbon emissions.

2. Life cycle cost analysis (LCCA) LCA has evolved over time to incorporate life cycle cost analyses that take account of both environmental and economic benefits 13 .

3. Carbon neutrality and negative carbon emissions Some research is being done in an attempt to achieve net zero or negative carbon emissions with carbon neutrality and negative emission strategies.

These cutting-edge research areas will be applied in this study in order to evaluate carbon emissions and sustainability benefits of photovoltaic systems installed within Macau construction waste landfills, providing methodology support for our research project.

Methodology

Basic principles and methods of life cycle analysis.

The analysis framework for LCA is a systematic approach aimed at comprehensively assessing the environmental impact of a product or system, particularly in the fields of construction and materials. Guided by ISO 14044 standards or other relevant guidelines, the LCA analysis framework encompasses several key steps:

Goal definition Initially, it involves precisely defining the objectives of the LCA, including specifying the analysis's purpose, determining the functional unit (i.e., the specific quantity or quality of the product or service under assessment), outlining life cycle stages (spanning from raw material acquisition to disposal), setting boundaries (system boundaries, incorporating considered processes and input–output), and selecting appropriate impact categories. This step is crucial to ensuring the accuracy and comparability of the analysis.

Life cycle inventory This step entails establishing a detailed inventory of all processes, activities, and material/energy flows within the system, covering raw material acquisition, production, transportation, use, and disposal. This aids in gaining a comprehensive understanding of the system's composition and energy/material flows, forming the foundation for assessing environmental impacts.

Data collection Accurate data collection is vital from various stages within the system, encompassing raw material and energy consumption, emissions, and other relevant parameters. Utilizing reliable data sources is key to ensuring the accuracy of the analysis results.

Life cycle impact assessment Building on collected data, this step involves assessing the life cycle impact to calculate various environmental impact indicators. This may include indicators related to climate change, resource utilization, ecological toxicity, providing a comprehensive understanding of the system's overall environmental impact 14 .

Interpretation and improvement Following the assessment, results are interpreted, potential improvement opportunities are identified, and sustainable development strategies are formulated. This step goes beyond meeting standard requirements; it aims to translate LCA outcomes into practical environmental improvement measures.

By adhering to ISO 14044 or other relevant standards, the LCA analysis framework offers a systematic and scientific approach, enabling accurate assessment of the environmental performance of products or systems in the fields of construction and materials. The application of this methodology helps guide sustainable design and decision-making, propelling the construction and materials sectors toward more environmentally friendly practices.

Methods for data collection and analysis

Ensuring the reliability of Life Cycle Assessment (LCA) necessitates the utilization of high-quality and accurate data derived from diverse sources, measurements, and simulations. Various data sources encompass laboratory measurements, literature surveys, and simulation methods. This research will employ the following methods for data collection and analysis 15 :

1. Field surveys Conduct on-site surveys to evaluate the present state of Macau's construction waste landfills, considering waste characteristics, soil quality, and environmental conditions.

2. Literature review Collect relevant literature to acquire data and information on construction waste, photovoltaic systems, and LCA 16 .

3. Numerical simulation Employ specialized software and models for simulating and estimating specific parameters and data, including energy output and carbon emissions.

By employing these comprehensive methods, the research aims to gather robust data, ensuring a thorough analysis of the environmental impact within Macau's construction waste landfill area.

Establishment of the life cycle carbon emissions calculation model

The establishment of the carbon emissions model for photovoltaic systems based on the Life Cycle Assessment (LCA) method can be represented as follows 14 , 17 , 18 , 19 , 20 , 21 , 22 :

C t is the total carbon emissions of the photovoltaic power generation system throughout its life cycle, in kilograms (kg). C 1 is the carbon emissions during the raw material acquisition phase of the photovoltaic components, in kg. C 2 is the carbon emissions during the manufacturing phase of the photovoltaic components, in kg. C 3 is the carbon emissions during the transportation phase of the photovoltaic components, in kg. C 4 is the carbon emissions during the construction and installation phase, in kg. C 5 is the carbon emissions during the use and maintenance phase, in kg. C 6 is the carbon emissions during the decommissioning and cleanup phase, in kg. E i is the electricity consumption for the i-th process, in kilowatt-hours (kWh). R e is the carbon emission factor of electricity, with a value of 0.749 kg CO 2 /(kWh). M i is the energy content of the i-th material per unit, in megajoules per kilogram (MJ/kg). Q i is the quantity of the i-th material used, in kilograms (kg). R m is the conversion factor for energy and carbon emissions for the i-th material, in kg CO 2 /MJ. C wc is the carbon emission factor for aerobic wastewater treatment, in kg/m 3 . Wani is the volume of wastewater treated in each production process, in cubic meters (m 3 ). P i is the price of the equipment, in thousands of yuan (¥). R p is the carbon emission factor for specialized equipment in the industrial sector, in kg/ten thousand yuan. D is the transport distance, in kilometers (km). H is the transport mass, in metric tons (t). G p is the global warming potential coefficient of greenhouse gases. η i is the conversion coefficient for converting greenhouse gases into CO 2 . G i is the consumption intensity of fuel oil, in liters per metric ton per kilometer (L/(t·km)). H i is the consumption of the i-th fossil fuel during the construction and installation phase, in kilograms (kg). The energy consumption factor for construction machinery equipment is known. g is the greenhouse gas emission factor for fuel oil, in kg/L, which can be obtained from IPCC (Intergovernmental Panel on Climate Change) guidelines 23 .

Establishing the life cycle carbon emissions calculation model will help us accurately assess the carbon emissions of photovoltaic systems within Macau's construction waste landfills, providing a solid foundation for subsequent analysis 23 .

Construction of photovoltaic systems in macau's construction waste landfills

System design and construction process.

The design and construction process of photovoltaic systems within Macau's construction waste landfills requires a comprehensive consideration of waste characteristics, geographical conditions, and sustainability principles 19 . Key steps include (as shown in Fig.  1 ):

figure 1

System design and construction process.

Component and material selection: sustainability and performance considerations

When selecting components and materials, it is essential to strike a balance between sustainability and performance. Key considerations (as shown in Fig.  2 ) include 24 :

figure 2

Selection of components and materials.

Operation and maintenance strategies

Photovoltaic systems require maintenance and monitoring during their operational phase to ensure sustainability and performance. The following are important components of operation and maintenance strategies (as shown in Fig.  3 ) 24 :

figure 3

Operations and maintenance policies.

Data collection and carbon emission calculation

Data collection during system operation.

To perform a full life cycle carbon emission calculation, extensive data collection is required during the system's operational phase. The following are methods for data collection (as shown in Fig.  4 ):

figure 4

Data collection during system operation.

Specific methods for carbon emission calculation: components, transportation, energy use, etc

Carbon emission calculation requires a comprehensive consideration of multiple aspects, including the lifecycle of components. This involves calculating the lifecycle carbon emissions of solar modules, inverters, and other components, encompassing production, transportation, and disposal stages 25 .

Production stage (as shown in Figs.  5 and 6 )

figure 5

Mass flow of productions.

figure 6

Production schedule of the solar modules.

A. Carbon Emissions in the Production Stage of Photovoltaic Panel Components (Using the Pickling Stage as an Example).

Each stage's energy consumption and data related to transportation, waste disposal, and direct emissions during the manufacturing phase are provided as primary data by the production companies. The calculation data is as shown in Table 1 26 .

B. Carbon Emissions in the Production Stage of Other Components of the Photovoltaic System (Using Inverters as an Example).

In addition to photovoltaic panel components, the photovoltaic system includes combiner boxes, inverters, etc. The actual usage and specifications are determined based on actual project data. The carbon emission coefficient y of professional equipment changes over time according to the following relationship 27 : y = 2.252e + 143e − 1654x, where x represents the number of years. Carbon emission conversion coefficients are calculated using the 2013 carbon emission coefficient of professional equipment. The calculation data is as shown in Table 2 27 .

Transportation emissions

Consider the carbon emissions during the transportation of components from the production site to the construction site, including fuel consumption of transport vehicles. The calculation data is as shown in Table 3 28 .

Estimate the energy requirements during the operational phase of the photovoltaic system to calculate carbon emissions, considering the source of electricity and energy conversion efficiency.

Maintenance emissions

Record and assess the carbon emissions from maintenance activities, such as fuel consumption for maintenance vehicles.

Specific carbon emission calculation methods depend on actual data and models. For instance, in the calculation of component lifecycle, it's necessary to consider the carbon emissions from raw material extraction, production processes, transportation, and disposal. In the case of transportation emissions, factors such as transport distance, type of transport vehicle, and fuel efficiency need to be considered. For energy use, factors like the system's electricity generation, grid emission factors, and energy conversion losses need to be considered.

Disposal and recycling

The disposal and recycling phase includes carbon emissions from transporting the discarded products and emissions from burying non-recyclable materials. In photovoltaic systems, most component materials are recyclable, and they do not produce emissions in landfills. Therefore, emissions in the disposal and recycling phase for photovoltaic systems are equivalent to transportation emissions. The calculation data is as shown in Table 4 29 .

Collection of benefit data

In addition to carbon emission data, benefit data must be collected to evaluate environmental and economic benefits. This includes:

Electricity production

Record the actual electricity production of the system to determine its performance (as shown in Fig.  7 ).

figure 7

Annual power generation of the photovoltaic project within 25 years.

From Fig.  7 , it can be observed that considering the degradation of the components, the theoretical calculated power generation in the first year is 12.055 million kW/h, which is 10.46% higher than the annual average grid-connected electricity. Following a segmented linear decay, the degradation rate is 2% in the first year and an average annual degradation rate of 0.75% from the 2nd to the 10th year, with a total degradation rate of 6.75%. From the 11th to the 25th year, the average annual degradation rate is 0.7%, resulting in a total degradation rate of 10.5%. The overall lifecycle component degradation rate is 19.25%.

Carbon emission reduction benefits

Calculate the carbon emission reductions during the operation of the photovoltaic system, which is the difference in carbon emissions compared to traditional energy sources. Based on the annual grid electricity consumption within the project's lifecycle, the cumulative CO 2 emission reductions can be calculated annually throughout the project's lifespan. By comparing the total CO 2 emissions over the entire project's lifecycle, the carbon payback period of the project can be determined (as shown in Fig.  8 ) 30 .

figure 8

Cumulative emission reductions from photovoltaic systems.

From Fig.  8 , it can be seen that the photovoltaic system's CO 2 reduction capacity increases linearly with the number of years in operation. The total CO 2 emissions over the system's entire lifecycle remain constant. In the 2.5th year after the photovoltaic system is put into use, the CO 2 emission reductions from the system begin to exceed the total CO 2 emissions over the system's entire lifecycle. Therefore, it can be concluded that the carbon payback period for this project is approximately 2.5 years.

Economic benefits

Collect data on investment costs, energy savings, and operational and maintenance costs to assess the economic benefits of the system.

These data will be used for subsequent benefit analysis, helping us understand the sustainability and potential impacts of the photovoltaic system within Macau's construction waste landfill area.

Calculation of the system's full lifecycle carbon emissions

The calculation aims to provide a thorough understanding of the environmental impact of the photovoltaic system's full lifecycle carbon emissions within the Macau construction waste landfill area. The carbon emissions calculation involves the following steps:

Component lifecycle carbon emissions

Calculate carbon emissions associated with the lifecycle of each component, including production, transportation, installation, and disposal. This includes photovoltaic modules, inverters, supporting structures, and other components.

Consider emissions generated during the transportation of components from production locations to the construction site, taking into account factors like the type of freight vehicles, distance, and fuel efficiency.

Energy use carbon emissions

Estimate carbon emissions resulting from the system's energy requirements during the operational phase, considering factors such as the source of electricity and energy conversion efficiency.

Maintenance carbon emissions

Record and evaluate carbon emissions resulting from maintenance activities, such as fuel consumption by maintenance vehicles.

These data will be synthesized to calculate the full lifecycle carbon emissions of the system, considering emissions throughout the construction, operation, and maintenance phases.

Analysis of carbon emission reduction benefits: environmental and economic aspects

Performing an analysis of carbon emission reduction benefits is crucial for evaluating the environmental and economic advantages of the photovoltaic system in the Macau construction waste landfill area. This analysis comprises the following key elements:

Environmental benefits

Quantify the reduction in carbon emissions achieved by the system in comparison to traditional energy sources. This assessment facilitates a deeper understanding of the system's positive impact on climate change and air quality.

Evaluate the economic benefits linked to the photovoltaic system, including energy savings, maintenance costs, and potential income from electricity sales. This assessment assists in determining the system's sustainability and economic feasibility.

Return on investment (ROI)

Determine the return on investment to assess the economic viability of the project. This evaluation includes integrating both the initial investment and the system's operational lifespan.

By conducting these analyses and assessments, we will gain a comprehensive understanding of the potential impact of the photovoltaic system in the Macau construction waste landfill area, particularly regarding carbon emissions reduction and economic benefits. This supports sustainable decision-making and policy development.

Summary of key research findings

In this study, we conducted a full lifecycle carbon emissions calculation and a carbon emission reduction benefit analysis for the photovoltaic system within the Macau construction waste landfill area. The following summarizes the key research findings:

Carbon emission calculation

Utilizing comprehensive data and models, we calculated the full lifecycle carbon emissions of the photovoltaic system in the Macau construction waste landfill area. This calculation includes emissions throughout the component lifecycle, transportation emissions, energy use emissions, and maintenance emissions 31 .

If calculated based on the carbon emissions model in this study, the CO 2 payback period for the system is approximately 2.5 years. Assuming only an industrial electricity price of 0.81 MOP/(kW/h) is considered, the project can recover the entire project cost by the 13th year. Furthermore, if carbon emission trading amounts are taken into account, using the example of the average daily transaction price on the Shanghai Carbon Exchange, the project can recoup the total investment by the 8th year. This effectively overturns the misconception of the photovoltaic industry being "high-energy-consuming" and "high-polluting."

We found that the photovoltaic system, relative to traditional energy sources, can significantly reduce carbon emissions. This has a positive impact on enhancing environmental quality, addressing climate change, and reducing carbon footprints.

The economic benefit analysis suggests that the photovoltaic system within the Macau construction waste landfill area not only contributes to environmental protection but also offers substantial economic returns through energy savings and potential electricity sales.

Answers and insights into research questions

The research questions involved the implementation of a photovoltaic system within a construction waste landfill area and the potential impacts of the system in terms of carbon emissions reduction and economic benefits. Our study provided answers to these questions and offered the following insights:

Sustainability

The construction of the photovoltaic system has a positive impact on the environment, contributing to carbon emissions reduction, improved environmental quality, and the promotion of sustainable development.

Economic viability

The photovoltaic system not only provides environmental benefits but also presents potential economic returns. This can incentivize investors to engage in photovoltaic projects within construction waste landfill areas.

Policy support

The research results emphasize the significance of policy support and the encouragement of renewable energy projects. Governments and relevant stakeholders can implement measures such as providing tax incentives, introducing carbon pricing policies, and supporting renewable energy certificate programs to drive the development of photovoltaic systems.

Replicability

The methods and results of this study can serve as valuable guidance for other regions or areas with similar environmental conditions, particularly waste landfill areas, regarding the replicability of photovoltaic systems in managing construction waste and reducing carbon emissions.

Application of research findings and policy recommendations

Based on our research, we propose the following applications and policy recommendations:

Promotion of photovoltaic projects

Government authorities and relevant stakeholders should proactively promote projects involving the installation of photovoltaic systems within construction waste landfill areas. This can be achieved by offering financial incentives, streamlining approval processes, and providing technical support.

Implementation of carbon pricing policies

Governments can implement carbon pricing policies to encourage carbon emissions reduction and the development of renewable energy projects. This will provide greater economic incentives for photovoltaic systems.

Integration into energy policies

Include photovoltaic systems within comprehensive energy policies to ensure their integration with the grid and other renewable energy sources. This will contribute to enhanced system availability and sustainability.

Monitoring and reporting

Builders and operators should establish systematic monitoring and reporting mechanisms to track the system's performance, carbon emissions, and economic benefits. This will assist in system maintenance and provide reliable data to support policy decisions.

The research findings can be utilized to guide future decisions regarding the implementation of photovoltaic systems within landfill areas, promoting sustainable development and carbon emissions reduction.

Data availability

We regret that we are unable to disclose the original data due to privacy and ethical constraints. Access to the original data is governed by strict privacy and ethical guidelines. However, permission to access this original data can be granted upon request to the corresponding author, pending approval from the Ethics Committees of Macau Fung Chak Engineering Company Limited.

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Li, Z., Tang, W., Mak, S. et al. Study on the benefit analysis based on whole life cycle carbon emission calculation after the construction of photovoltaic systems in macau's construction waste landfills. Sci Rep 14 , 7542 (2024). https://doi.org/10.1038/s41598-024-56803-x

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design based research cycle

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Researchers envision sci-fi worlds involving changes to atmospheric water cycle

Human activity is changing the way water flows between the Earth and atmosphere in complex ways and with likely long-lasting consequences that are hard to picture.

Land use change is altering where clouds form and how precipitation is distributed. Meanwhile, weather modification activities like cloud seeding are shifting how nations plan for water use in the face of climate change. These and other changes to the planet's atmospheric water cycle were once hard to imagine but are increasingly part of modern water management on the planet.

Colorado State University Assistant Professor Patrick Keys is an expert in climate and societal change. He has been studying these types of issues for years and realized there was a potential gap when it came to understanding -- not only in the public but among the water research community -- the lasting implications of these changes.

To better grasp how those kinds of activities could shape the world, he enlisted water scientists from around the globe to write story-based scenarios about the possible futures humanity is facing but perhaps can't quite comprehend yet. The results were recently published in Global Sustainability as part of a creative pathway to understand atmospheric water research with an eye towards the potential economic and policy issues that may be just beyond the horizon.

The work features striking artist-made images that pair with traditional science fiction narratives as well as alternative story forms like first-person journal entries. Keys said the package offers a wide path -- grounded in science -- to build a shared understanding of future water management activities and problems.

"Stories are everywhere and are an integral part of human life," he said. "They tell you something different from a graph in a research paper. They allow you to explore how people may feel or react to these kinds of changes. This kind of work provides agency for people and an opportunity to consider these changes no matter their background or level of understanding."

Research for this work came in three distinct phases, according to Keys. First, he used computational text analysis to find recurring themes in journal abstracts about the current state of atmospheric water cycle research. He then sorted the data -- identifying clusters of recurring terms against a grid of common economic goods principles for discussion. The goal, he said, was to better describe the ways humans and institutions may interact with the atmospheric water cycle in the future. Specifically: how entities in the future, such as countries or private actors, could eventually act to protect their own resources or how they may leverage advantages to gain access to water as a crucial natural resource in the future.

It's those relationships and interactions, Keys wanted to explore in the third part of this research and where science fiction comes into play.

Science fiction and reality of atmospheric water resources beyond 2050 With a better grip on the potential future relationships of water management in this space, Keys next asked experts to imagine a world that is decades in the future where activities like cloud seeding were common and the long-term results are more apparent.

The result was an exercise in science fiction storytelling with the specific goal of probing reality and envisioning even the weirdest possible outcomes.

"I think we have a sense that some futures are more likely than others, but we need to realize that to adequately cover the possible trajectories our world could head toward, models alone may not cut it," he said. "Especially when we are talking about things that are hard to quantify, like culture or perception, that may wind up playing a large part in the actual outcomes."

To create the narratives Keys hosted a series of workshops with interdisciplinary water experts from all fields and backgrounds and walked them through a 'futures thinking' approach. The experts were not siloed by discipline and topic during the exercise, with the hope of sparking even more creativity. In the end, 10 story-based scenarios were developed and are included in the paper. Keys also worked with the artist Fabio Comin over the course of a year to create the accompanying imagery.

Keys is based in the Department of Atmospheric Science in the Walter Scott, Jr. College of Engineering. He had several partners in the paper including postdoctoral fellow Rekha Warrier from the Human Dimensions of Natural Resources Department at CSU. Other researchers came from the University of California, Davis, the University of California, Los Angeles, the Stockholm Resilience Centre, and the Potsdam Institute for Climate Impact Research.

Keys said he is now using similar approaches for another project with the Colorado Water Center. He added that one of his goals with both projects was to ignite conversations around the water cycle at what is becoming a key moment for action globally.

"These scenarios have an ability to raise interesting questions about policy, regulation and enforcement -- what those all may look like," he said. "This approach can also help us recognize some of the aspects we may not be paying attention to and make better sense of it all."

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Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment

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  • Aranka Bijl   ORCID: orcid.org/0000-0001-5745-1396 1 , 2 , 3 ,
  • Bernard P. Veldkamp 2 ,
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The systematic literature review (1) investigates whether ‘serious games’ provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the final review, targeting knowledge, motor skills and cognitive skills and further narrowed down to teaching, training or assessing professional competencies. Our review demonstrates that serious games are able to provide an environment and task authentic to the target competency. Collected in-game behaviors indicate that serious games are able to elicit behavior that is related to a candidates’ ability level. Progress feedback and freedom of gameplay in serious games can be implemented to provide an engaging and enjoyable environment for candidates. Few studies examined adaptivity and some examined serious games without an authentic environment or task. Overall, the review gives an overview of game design principles for game-based performance assessment. It highlights two research gaps regarding authenticity and adaptivity and concludes with three implications for practice.

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In the years since their first introduction (ca. 1950s), videogames have only increased in popularity. In education, videogames are already widely applied as tools to support students in learning (cf. Boyle et al., 2016 ; Ifenthaler et al., 2012 ; Young et al., 2012 ). In contrast, less research has been done on the use of videogames as summative assessment environments, even though administering (high-stakes) summative assessments through games has several advantages.

First, videogames can be used to administer standardized assessments that provide richer data about candidate ability in comparison to traditional standardized assessments (e.g., multiple-choice tests; Schwartz & Arena, 2013 ; Shaffer & Gee, 2012 ; Shute & Rahimi, 2021 ). Second, assessment through videogames gives considerable freedom in recreating real-life criterion situations, which allows for authentic, situated assessment even when this is not feasible in the real working environment (Bell et al., 2008 ; Dörner et al., 2016 ; Fonteneau et al., 2020 ; Harteveld, 2011 ; Kirriemur & McFarlane, 2004 ; Michael & Chen, 2006 ). Third, videogames can offer candidates a more enjoyable test experience by providing an engaging environment where they are given a high degree of autonomy (Boyle et al., 2012 ; Jones, 1998 ; Mavridis & Tsiatsos, 2017 ). Finally, videogames allow for assessment through in-game behaviors (i.e., stealth assessment), which intends to make assessment less salient for candidates and lets them retain engagement (Shute & Ke, 2012 ; Shute et al., 2009 ).

The benefits above highlight why videogames are viable assessment environments, irrespective of the specific level of cognitive achievement (e.g., those depicted in Bloom’s revised taxonomy; Krathwohl, 2002 ). Moreover, the possibility for immersing candidates in complex, situated contexts make them especially interesting for higher-order learning outcomes such as problem solving and critical thinking (Dede, 2009 ; Shute & Ke, 2012 ). Therefore, videogames may provide a solution to the validity threats associated with traditional high-stakes performance assessments: an assessment type to evaluate competencies through a construct-relevant task in the context for which it is intended (Lane & Stone, 2006 ; Messick, 1994 ; Stecher, 2010 ), often used for the purpose of vocational certification.

The first validity threat associated with high-stakes performance assessments is the prevalence of test anxiety among candidates (Lane & Stone, 2006 ; Messick, 1994 ; Stecher, 2010 ), which is shown to be negatively correlated to test performance (von der Embse et al., 2018 ; von der Embse & Witmer, 2014 ). Although some debate exists about the causal relationship between the two (Jerrim, 2022 ; von der Embse et al., 2018 ), it is apparent that candidates who experience test anxiety are unfairly disadvantaged in high-stakes assessment contexts.

The second threat identified is caused by a need for high-stakes performance assessment to be both standardized to ensure objectivity and fairness (AERA et al., 2014 ; Kane, 2006 ) as well as include a construct-relevant task (e.g., writing an essay, participating in a roleplay; Lane & Stone, 2006 ; Messick, 1994 ). While neither rule out adaptivity (e.g., adaptive testing and open-ended assessments), the combination often restricts us to use a linear performance task that is not adaptable to candidate ability level. The potential mismatch that could occur between task difficulty and the ability level of candidates posits two disadvantages. First, the mismatch can frustrate candidates, which negatively affects their test performance (Wainer, 2000 ). Second, candidates likely receive fewer tasks that align with their ability level, which negatively affects test reliability and efficiency (Burr et al., 2023 ). High-stakes performance assessments would thus benefit from adaptive testing that is personalized and appropriately difficult, allowing candidates to be challenged enough to retain engagement (Burr et al., 2023 ; Malone & Lepper, 1987 ; Van Eck, 2006 ) while assessors are able to determine whether the candidate is at the required level efficiently and reliably (Burr et al., 2023 ; Davey, 2011 ). Additionally, adaptive testing allows for more personalized (end-of-assessment) feedback that could further boost candidate performance (Burr et al., 2023 ; Martin & Lazendic, 2018 ).

The third threat identified in high-stakes performance assessment is a lack of assessment authenticity. Logically, assessment would be administered best in the authentic context (i.e., the workplace in the case of professional competencies). This leads to a high degree of fidelity: how closely the assessment environment mirrors reality (Alessi, 1988, as cited in Gulikers et al., 2004 ). Unfortunately, this is not attainable for competencies that are dangerous or unethical to carry out (Bell et al., 2008 ; Williams-Bell et al., 2015 ). Another concern is that in the workplace, assessments are largely dependent on the workplace in which they are carried out. This would lead to considerable variations in testing conditions between candidates, but also the construct relevance of tasks they are evaluated on (Baartman & Gulikers, 2017 ). Authenticity of physical context and task are two dimensions required for mobilizing the competencies of interest (Gulikers et al., 2004 ), there is a need to achieve authenticity in other ways. Authenticity is also related to transfer: applying what is learned to new contexts. The higher the alignment between assessment and reality is, the more likely it is that the transfer of competence to the professional practice is made.

The fourth threat identified are inconsistencies between raters in scoring candidate performance. Traditional high-stakes performance assessments are often accompanied by rubrics to evaluate candidate performance; however, inconsistencies in how rubrics are interpreted and used leads to construct-irrelevant variance (Lane & Stone, 2006 ; Wools et al., 2010 ). In this study, the aim is to investigate whether ‘serious games’ (SGs)—those “used for purposes other than mere entertainment” (Susi et al., 2007 ; p. 1)—provide a viable solution to this and the other limitations posed by traditional high-stakes performance assessments.

The most important characteristic of games is that they are played with a clear goal in mind. Many games have a predetermined goal, but other games allow players to define their own objectives (Charsky, 2010 ; Prensky, 2001 ). Goals are given structure by the provision of rules, choices, and feedback (Lameras et al., 2017 ). First, rules direct players towards the goal by placing restrictions on gameplay (Charsky, 2010 ). Second, choices enable players to make decisions, for example to choose between different strategies to attain the goal (Charsky, 2010 ). The extent to which rules are restrictive for the gameplay is also closely related to the choices players have in the game (Charsky, 2010 ). Thus, rules and choices seem to be on two ends of a continuum that determines the linearity of a game. Linearity is defined as the extent to which players are given freedom of gameplay (Kim & Shute, 2015 ; Rouse, 2004 ). The third characteristic, feedback, is a well-versed topic in the field of education. In education, the main purpose of feedback is to help students get insight into their learning and get student understanding to the level of learning goals (Hattie & Timperley, 2007 ; Shute, 2008 ; van der Kleij et al., 2012 ). In games, feedback is used in a similar way to guide players towards the goal, as well as facilitate interactivity (Prensky, 2001 ). Feedback in games is provided in many modalities and gives players information about how they are progressing and where they stand with regards to the goal. For instance whether their actions have brought them closer to the goal or further away. Games are made up of a collection of game mechanics that define the game and determine how it is played (Rouse, 2004 ; Schell, 2015 ). In other words, game mechanics are how the defining features of games are translated into gameplay. To illustrate, game mechanics that provide feedback to players can include hints, gaining or losing lives, progress bars, dashboards, currencies and/or progress trees (Lameras et al., 2017 ).

When designing a game-based performance assessment, determining the information that should be collected about candidates to inform competence and designing the tasks that fulfill this information need is something that should be considered carefully for each professional competency. One way is through the use of the evidence-centered design (ECD) framework (cf. Mislevy & Riconscente, 2006 ). The ECD framework is a systematic approach to test development that relies on evidentiary arguments to move from a candidates behavior on a task to inferences about candidate ability. It is beyond the scope of the current study to examine the design of game content in relation to the target professional competencies. In this systematic literature review, the aim is to determine which game mechanics could help overcome the validity threats associated with high-stakes performance assessments and are suitable for use in such assessments.

Previous research for game design has been done for instructional SGs (e.g., dos Santos & Fraternali, 2016 ; Gunter et al., 2008 ). For SGs used in high-stakes performance assessments, emphasis is put on the potential effect of game mechanics on the validity of inferences should be considered. For instance, choices in game design can affect correlations between in-game behavior and player ability (Kim & Shute, 2015 ). Moreover, game mechanics exist that are likely to introduce construct-irrelevant variance when used in high-stakes performance assessments. To illustrate, when direct feedback about performance (e.g., points, lives, feedback messages) is given to players, at least part of the variance in test scores would be explained by the type and amount of feedback a candidate has received.

Establishing design principles for SGs for high-stakes performance assessment is important for several reasons. First, such an overview allows future developers such assessments to make more informed choices regarding game design. Second, combining and organizing the insights gained from the available empirical evidence advances the knowledge framework around the implementation of high-stakes performance assessment through games. Reviews on the use of games exist for learning (e.g., Boyle et al., 2016 ; Connolly et al., 2012 ; Young et al., 2012 ) or are targeted at specific professional domains (e.g., Gao et al., 2019 ; Gorbanev et al., 2018 ; Graafland et al., 2012 ; Wang et al., 2016 ). Nevertheless, a research gap remains as there is no knowledge of a systematic literature review that addresses the high-stakes performance assessment of professional competencies. To this end, this study begins with identifying the available literature on SGs targeted at professional competencies; then extracts the implemented game mechanics that could help to overcome the validity threats associated with high-stakes performance assessment; and finally synthesizes game design principles for game-based performance assessment in high-stakes contexts.

The scope of the current review is limited to professional competencies specifically catered to a vocation (e.g., construction hazard recognition). More generic professional competencies (e.g., programming) are not taken into consideration, as the context in which they are used can also fall outside of secondary vocational and higher education. Additionally, there is a growing body of literature that recognizes the potential of in-game behavior as a source of information about ability level in the context of game-based learning (e.g., Chen et al., 2020 ; Kim & Shute, 2015 ; Shute et al., 2009 ; Wang et al., 2015 ; Westera et al., 2014 ). As the relationship between in-game behavior and candidate ability is of equal importance in assessment, the scope of the current review includes SGs that focus not only on assessment, but also teaching and training of professional competencies.

The following section describes the procedure followed in conducting the current systematic literature review. First, a description of the inclusion criteria and search terms is given. This is followed by a description of the selection process and data extraction, together with an evaluation of the objectivity of the inclusion and quality criteria. Then, the search and selection results are presented, where two further categorizations of included studies operationalized: the type of competency and the how a successful SG is defined.

Following the guidelines described in Systematic Reviews in the Social Sciences (Petticrew & Roberts, 2005 ), the protocol below gives a description and the rationale behind the review along with a description of how different studies were identified, analyzed, and synthesized.

Databases and search terms

The databases that include most publications from the field of educational measurement ( Education Resources Information Center (ERIC) , PsycInfo , Scopus , and Web of Science) were consulted for the literature search using the following search terms:

Serious game : (serious gam* or game-based assess* or game-based learn* or game-based train*) and

Quality measure : (perform* or valid* or effect* or affect*)

Inclusion criteria and selection process

The initial search results were narrowed down by selecting only publications that were published in English and in a scientific, peer-reviewed journal. To be included, studies were required to report on the empirical research results of a study that (1) focused on a digital SG used for teaching, training, or assessment of one or more professional competencies specific to a work setting, (2) was conducted in secondary vocational education, higher education or vocational settings, and (3) included a measure to assess the dependent variable related to the quality of the SG. Studies were excluded when the focus was on simulations; while they have an overlapping role in the acquisition of professional competencies to SGs, these modalities represent distinct types of digital environments.

All results from the databases were exported to Endnote X9 (The EndNote Team, 2013 ) for screening. The selection process was conducted in three rounds. First, duplicates, and alternative document types (e.g., editorials, conference proceedings, letters) were removed. Then, the publications were screened based on the titles and abstracts; publications were removed when the title or abstract mentioned features of the study mutually exclusive with the inclusion criteria (e.g., primary school, rehabilitation, systematic literature review). Second, titles and abstracts of the remaining results were screened again. When the title or abstract lacked information, the full article was inspected. To illustrate, some titles and abstracts did not mention the target population, or whether the game was digital, or whether the professional competency was specific to a work setting. Finally, full-text articles were screened for full compliance with the inclusion criteria. Data was extracted from those publications.

The objectivity of the inclusion criteria was determined by blinded double classification on two occasions. The first occasion, after the removal of duplicates and alternative document types, 30 randomly selected publications were independently double-classified by an expert in the field of educational measurement based on the title and abstract. An agreement rate of 93% with a Cohen’s Kappa coefficient of .81 translated to a near perfect inter-rater reliability (Landis & Koch, 1977 ). On the second occasion, a random selection of 32 publications considered for data extraction were blindly double-classified based on the full-text by a master student in educational measurement which resulted in an agreement rate of 97% was with a near perfect Cohen’s Kappa coefficient (.94; Landis & Koch, 1977 ).

To assess the comprehensiveness of the systematic review and identify additional relevant studies, snowballing was conducted by backward and forward reference searching in Web of Science . For publications not available on Web of Science , snowballing was done in Scopus .

Data extraction

For the publications included, data was extracted systematically by means of a data extraction form (Supplementary Information SI1). The data extraction form includes: (1) general information, (2) details on the professional competency and research design, (3) serious game (SG) specifics and (4) a quality checklist.

The quality checklist contains 12 closed questions with three response options: the criterion is met (1), the criterion is met partly (.5), and the criterion is not met (0). Studies that scored 7 or below were considered to be of poor quality and were excluded. Studies that scored between 7.5 and 9.5 were considered to be of medium quality, while studies with scores 10 or above were considered to be of good quality (denoted with an asterisk in the data selection table; Supplementary Information SI2). These categories were determined by piloting the study quality checklist on two publications that were included, based on the inclusion criteria: one that was considered to be of a poor quality and one that was considered to be of good quality. The scores obtained by those studies were set as the lower and upper threshold, respectively.

As this systematic literature review is focused on the extraction of game mechanics to inform game design principles, all articles included in the review needed to obtain a score of at least .5 on the criteria that the game is discussed in enough detail. When publications explicitly refer to external sources for additional information, information from those sources were included in the data extraction form as well.

Blinded double coding to determine the reliability of the quality criteria for inclusion was done by the same raters described above. 24 randomly selected publications from the final review were included, with a varying overlap between three raters. The assigned scores were translated to the corresponding class (i.e., poor, medium, and good) to calculate the agreement rate. The rates ranged between 82 and 93%, which correspond to Cohen’s Kappa coefficients between substantial and near perfect (.66–.88; Landis & Koch, 1977 ; Table  1 ).

Search and selection results

In the PRISMA flow diagram of the publication selection process (Fig.  1 ; Moher et al., 2009 ), the two rounds in which titles and abstracts were screened for eligibility are combined. The databases were consulted on the 21st of December 2020 and yielded a total of 6,128 publications. After the removal of duplicates, 3,160 publications were left. On the basis of the inclusion criteria, another 2,981 publications were excluded from the review. In total, data was extracted from 179 publications. During the examination of the full-text articles, 129 studies were excluded due to insufficient quality (n = 42), lack of a detailed game description (n = 6), unavailability of the article (n = 5), not classifying the application as a game (n = 10) and an overall mismatch with the inclusion criteria (n = 66). In total, 50 publications were included. Snowballing was conducted in November of 2021 and resulted in the inclusion of six additional studies. In total, 56 publications were included in the final review.

figure 1

PRISMA flow diagram of inclusion of the systematic literature review. PRISMA  preferred reporting items for systematic reviews and meta-analyses

Categorization of selected studies

Competency types.

Professional competencies are acquired and assessed in different ways. Given the variety of professional competencies, there is no universal game design that is likely to be beneficial across the board (Wouters et al., 2009 ). Other researchers (e.g., Young et al., 2012 ) even suggest that game design principles should not be generalized across games, contexts or competencies. While more content-related game design principles likely need to be defined per context, this review is conducted with the idea that generic game design principles exist that can be successfully used in multiple contexts. In that sense, the aim is to provide a starting point from where more context-specific SGs can be designed, for example through the use of ECD.

The review is organized according to the type of professional competency that is evaluated rather than the content of the SG under investigation, as this provides an idea of what researchers expect to train or assess within the SG. Different distinctions between competencies can be made. For example, Wouters et al. ( 2009 ) distinguish between cognitive, motor, affective, and communicative competencies. Moreover, Harteveld ( 2011 ) distinguishes between knowledge, skills, and attitudes. These taxonomies served as a basis to inductively categorize the targeted professional competencies into knowledge, motor skills, and cognitive skills.

The knowledge category includes studies that focus on for instance declarative knowledge (i.e., fact-based) or procedural knowledge (i.e., how to do something). For instance, the procedural steps involved in cardiopulmonary resuscitation (CPR). The motor skills category refers to motor behaviors (i.e., movements). For CPR, an example would be compression depth. The cognitive skills category encompasses skills such as reasoning, planning, and decision making. For example, studies that focus on the recognition of situations that require CPR.

Successful SGs

The scope of this systematic literature review is limited to SGs that are shown to be successful in teaching, training, or the assessment of professional competencies. As research methodologies differ between studies, there is a need to define what characterizes a successful SG. When SGs were used in teaching or training, it was deemed successful when a significant improvement in the targeted professional competency was found (e.g., through an external validated measure of the competency). Some studies compared an active control group and an experimental group that additionally received an SG (e.g., Boada et al., 2015 ; Dankbaar et al., 2016 ; Graafland et al., 2017 ; see Supplementary Information SI2 for a full account): an SG was not deemed successful in the current results when such two groups showed comparable results. When SGs were used for assessment, it was deemed successful when (1) research results showed a significant relationship between the SG and a validated measure of the targeted competency, or (2) the SG was shown to accurately distinguish between different competency levels.

The studies included in the review are discussed in two ways. First, descriptives of the included studies are given in terms of the degree to which games were successful in teaching, training, or assessment of professional competencies, the professional domains, and the competency types. Then, the game mechanics associated with the potential solutions to the validity threats in traditional performance assessment are presented.

Descriptives of the included studies

The final review includes 56 studies, published between 2006 and 2020 (consult Supplementary Information SI2 for a more detailed overview). No noteworthy differences were found between the SGs that aimed to teach, train, and assess professional competencies. Therefore, the results for the SGs included in the review are presented collectively.

Serious games with successful results

Divided over the type of professional competency evaluated, 84%, 83%, and 100% reported research results showing the SG was successful for cognitive skills, knowledge, and motor skills respectively (Table  2 ). Of the studies included in the systematic review, three studies found mixed effects of the SG under investigation between competency types (i.e., Luu et al., 2020 ; Phungoen et al., 2020 ; Tan et al., 2017 ).

Professional domains and competency types

The studies included in the review can be divided over seven professional domains (Table  3 ). These are further separated into professional competencies (see Supplementary Information SI2 for a full account). Examples include history taking (Alyami et al., 2019 ), crisis management (Steinrücke et al., 2020 ) and cultural understanding (Brown et al., 2018 ). Furthermore, the studies included in the review can be divided into three competency types: cognitive skills (n = 21), knowledge (n = 31), and motor skills (n = 4). An important note is that some studies evaluate the SG on more than one competency type, thus the sum of these categories is greater than the total number of studies included.

Game mechanics

The following section discusses the inclusion of game mechanics—all design choices within the game—for the SGs discussed in the studies included in the review. Following the aim of the current paper, the game mechanics discussed are selected for having the potential to (1) mediate the validity threats associated with traditional performance assessments, and (2) be appropriate for implementing in a game-based performance assessment.

Authenticity

Authenticity in the SGs is divided into two dimensions: authenticity of the physical context and task. First, an example of a physical context that was not representative of the real working environment was found for all three competencies (Table  4 ). Regarding the SGs targeted at cognitive skills, this was the case for Effic’ Asthme (Fonteneau et al., 2020 ). In this SG, the target population—medical students—would normally carry out pediatric asthma exacerbation in a hospital setting. The game environment used is, however, the virtual bedroom of a child. Regarding the SGs targeted at knowledge, Alyami et al. ( 2019 ) implemented the game Metaphoria to teach history taking content to medical students. Here, the game environment is inside a pyramid within a fantasy world. The final SG using a game environment that does not resemble the real working environment within the motor skill competency type studied by Jalink et al. ( 2014 ). In this SG, laparoscopic skills are trained by having players perform tasks in an underground mining environment.

Second, of the studies for which task authenticity could be determined, all but four included an authentic task for the professional competency targeted (Table  5 ). Examples of a task that was not authentic were found for all three competency types. Two SGs that targeted cognitive skills did not include an authentic task (Brown et al., 2018 ; Chee et al., 2019 ) as a result of implementing role reversals. Within these SGs, the players played in a reversed role fashion, and thus the task was not authentic for the task in the real working environment. One SG targeting knowledge did not include an authentic task (Alyami et al., 2019 ). In Metaphoria , the task for players is to interpret visual metaphors in relation to symptoms, whereas the target professional competency was history taking content. Finally, the SG studied by Drummond et al. ( 2017 ), targeting motor skills, the professional competency under investigation was not represented authentically within the game as the navigation was through point-and-click.

Unobtrusive data collection

For all three competency types, studies were found that use in-game data to make inferences about player ability (Table  6 ). While other studies did mention the collection of in-game behaviors, the results were limited to those that assessed the appropriateness of using the data in the assessment of competencies.

Different measures of in-game behaviors were found. First, 12 SGs determine competency by comparing player performance to some predetermined target, sometimes also translated to a score. In the game VERITAS (Veracity Education and Reactance Instruction through Technology and Applied Skills; Miller et al., 2019 ), for instance, players are assessed on whether they accurately assess whether the statement given by a character in the game is true or false. Second, seven SGs use time spent (i.e., completion time or playing time) as a measure of performance. For example, in the SG Wii Laparoscopy (Jalink et al., 2014 ), completion time is used to assess performance. This performance metric in the game showed a high correlation with performance on a validated measure for laparoscopic skills, but it should be noted that time penalties were included for mistakes made during the task. Finally, the use of log data was found in one SG targeted at cognitive skills (Steinrücke et al., 2020 ). In the Dilemma Game, in-game measures collected during gameplay were found to have promising relationships with competency levels.

In SGs, the difficulty level can be adapted in two ways: independent of the actions of players or dependent on the actions of players (Table  7 ). Whereas SGs that varied in difficulty level were found for professional competencies related to both knowledge and motor skills, none were found for professional competencies related to cognitive skills. Three SGs were found that adjust difficulty level based on player actions; however, none of the SGs adjusts the difficulty level down based on player actions. Three studies evaluated SGs where difficulty level was varied independent of player actions. Regarding the SGs targeted at knowledge, players either received fixed assignments (Boada et al., 2015 ) or were able to set the difficulty level prior to gameplay (Taillandier & Adam, 2018 ). The SG studied by Asadipour et al. ( 2017 ), targeting motor skills, increased challenge by building up the flying speed during the game as well as random generation of coins, but this was independent of player ability. Two SGs targeted at knowledge did mention difficulty levels, but not how they were adjusted. The SG Metaphoria (Alyami et al., 2019 ) included three difficulty levels. The SG Sustainability Challenge (Dib & Adamo-Villani, 2014 ) became more challenging as players progress to higher levels, but it is not clear when or how this was done.

Test anxiety

As described earlier, games are able to provide a more enjoyable testing experience by providing an engaging environment with a high degree of autonomy. Therefore, the way game characteristics, feedback, rules, and choices—are expressed in the studies included in the review are discussed below. To avoid confusion with linearity of assessment, the expression freedom of gameplay to describe the interaction between rules and choices.

First, seven examples were found where players are given feedback unrelated to performance (Table  8 ). Some ways feedback was given included a dashboard (Perini et al., 2018 ), remaining resources (Calderón et al., 2018 ; Taillandier & Adam, 2018 ) remaining time (Calderón et al., 2018 ; Dankbaar et al., 2017a , 2017b ; Mohan et al., 2014 ) or remaining tasks (Jalink et al., 2014 ).

Second, all studies included in the review but two include game mechanics to give some freedom of gameplay (Table  9 ). For cognitive skills and knowledge, game mechanics included the choice between multiple options (n = 14 for both), the inclusion of interactive elements (n = 8, for both) and the possibility for free exploration (n = 5 and n = 8, respectively). Two examples of customization were found: Dib and Adamo-Villani ( 2014 ) gave players the choice of avatar, whereas Alyami et al. ( 2019 ) allowed for a custom name. For the SGs that target motor skills, freedom of gameplay was given through control over the movements. For three out of four SGs in this category, special controllers were developed to give players authentic control over the movements in the game. This was not the case for Drummond et al. ( 2017 ), as their game did not explicitly train CPR; however, the researchers did assess its effect on motor skills.

Included studies

The final review included 56 studies. Of these, many reported positive results. This suggests that SGs are often successful in teaching, training, or assessing professional competencies, but could also point to a publication bias of positive results. As similar reviews to the current one (e.g., Connolly et al., 2012 ; Randel et al., 1992 ; Vansickle, 1986 ; Wouters et al., 2009 ) draw on similar databases, it is difficult to establish what is true. Some studies found mixed results for different competency types, suggesting that different approaches are warranted. Therefore, game mechanics in SGs for different competency types are discussed separately.

The review included few studies on SGs targeting motor skills compared to those targeting cognitive skills and knowledge. The low number of SGs for motor skills could be due to the need for specialized equipment to create an SG targeting motor skills. For example, Wii Laparoscopy (Jalink et al., 2014 ) is played using controllers that are specifically designed for the game. Not only does it require an extra investment, it also affects the ease of large scale implementation. There is no indication that motor skills cannot be assessed through SGs: four out of five studies have shown positive effects, both in learning effectiveness and assessment accuracy. Despite this, the benefits may only outweigh the added costs in situations where it is unfeasible to perform the professional competency in the real working environment.

Focusing on game mechanics for the authenticity of the physical context and the task, the results indicate that SGs are able to provide both. It should be noted that, while SGs are able to simulate the physical context and task with high fidelity, authenticity remains a matter of perception (Gulikers et al., 2008 ). The review focused only on those SGs that were successful when compared to validated measures of the targeted professional competency. Since these measures are considered to be accurate proxies for workplace performance, the transfer to the real working environment is likely to have been made. For all three competency types, examples were found for SGs that did not include an authentic physical context or authentic task, while still mobilizing competencies of interest. Even though the number of SGs in these categories is quite small, it does indicate that it is possible to assess professional competencies without an authentic environment or task.

The in-game measures most often used in the included SGs are those that indicate how well a player did in comparison to some standard or target. This suggests that SGs are able to elicit behavior in players that is dependent on their ability level in the target professional competency. Since the accuracy measures varied depending on the professional competency, an investigation is warranted to determine which in-game measures are indicative of ability per situation. Evidentiary frameworks such as the ECD framework can provide guidance in determining which data could be used to make inferences about candidate ability. Despite the promising results, more research should be done on the informational value of log data before claims can be made.

Some examples of studies were found where adaptivity was implemented was adaptive. In particular, some promising relationships between in-game behaviors and ability level were found. In traditional (high-stakes) testing, adaptivity has already been implemented successfully (Martin & Lazendic, 2018 ; Straetmans & Eggen, 2007 ). Although there are professional competencies for which ability levels cannot be differentiated, you are either able to do it or not. For such competencies, adaptivity does not have an added benefit. In contrast, for professional competencies where it is possible to differentiate ability levels, adaptivity should be considered.

Considering the appropriateness of game mechanics for high-stakes assessment, feedback considered in the current review was limited to progress feedback. This adds a fourth type of feedback to the feedback already recognized for assessment: knowledge of correct response, elaborated feedback, and delayed knowledge of results (van der Kleij et al., 2012 ). Although the small number of SGs that incorporated progress feedback affect the generalizability of the finding, it does indicate that feedback about progress may be the most appropriate solution.

Freedom of gameplay

A variety of game mechanics implemented in the SGs included in the review fulfill freedom of gameplay. While some studies did not elaborate on the choices given in the game, common ways players are given freedom are through choice options, interactive elements, and freedom to explore. These game mechanics were found in various studies, which raises the possibility that these findings can be generalized to new SGs targeted at assessing professional competencies. Other game mechanics related to freedom of gameplay were also found in a smaller capacity. Thus, further research should shed light on their generalizability. Moreover, the freedom of gameplay provided to the player plays a substantial role in shaping overall player experience and behavior (Kim & Shute, 2015 ; Kirginas & Gouscos, 2017 ). Therefore, future research should shed further light on whether different game mechanics influence players in different ways.

Limitations

Although the current systematic literature review provides a useful overview of the game design principles for game-based performance assessment of professional competencies, some limitations are identified.

First, the review covered a substantial amount of studies from the healthcare domain. This may be because the medical field consists of many higher order standardized tasks which may be particularly suitable to SGs. Although the large contribution of studies in the healthcare domain could limit the generalizability to other domains. The results of this systematic review were quite uniform; no indication was found that SGs in healthcare employed different game mechanics were employed. Moreover, there is a growing popularity of SGs in healthcare education (Wang et al., 2016 ), resulting in a higher number of studies that were available compared to other professional domains. It is advisable to regard the current results as a starting point for game design principles game-based performance assessment. Further research into the generalizability of game design principles across professional domains is warranted.

The second limitation is true for all systematic literature reviews: it is a cross section of the literature and may not present the full picture. The inclusion of studies is dependent on what is available in the search databases, what is accessible, and what keywords are included in the literature. Likely due to this limitation, only studies published from 2006 are included in the review, while the use of SGs dates back much further (Randel et al., 1992 ; Vansickle, 1986 ). To minimize the omission of relevant literature, snowballing was conducted on the final selection of studies. This method allowed for including related and potentially relevant studies. In total, six additional publications were included through this method out of the 2,370 considered.

After snowballing, an assessment of why these additionally included studies were not found through the search results resulted in various insights. First, three studies used the terms (educational) video game in their publication on SGs (Duque et al., 2008 ; Jalink et al., 2014 ; Mohan et al., 2017 ). Including this term in the original search would have resulted in too many hits outside of the scope of the current review. Second, Moreno-Ger et al. ( 2010 ) used the term simulation to describe the application, but refer to the application as game-like. As simulations fall outside of the scope of the current review, the absence of this study in the initial search cannot be attributed to a gap in the search terms, Third, the publication from Blanié et al. ( 2020 ) was probably not found due to a mismatch in search terms related to the quality measure. Additional search terms such as impact or improve could have been included. As only one additional study was found that presented this issue, it is unlikely to have had a great effect on the outcome of the review. Finally, it is unclear why the study by Fonteneau et al. ( 2020 ) was not found through the initial search, as it showed a match with the search terms used in the current review. Perhaps, this misclassification can be ascribed to the search databases queried.

Finally, many of the studies included in the review compare SGs to other, non-digital or digital, alternatives in terms of learning. These types of studies often include many confounding variables (Cook, 2005 ). This is because a comparison is done between interventions that are different in more ways than one. These differences affect the results in different ways: positive, negative, or even through an interaction with other features.

Suggestions for future research

Besides providing interesting insights, the current review also has implications for research. First, the review identified SGs successful in teaching, training, or assessment that did not authentically represent the physical context or task. Although in this review, too few examples were found to generalize the findings. Second, while some studies were found in which the SGs difficulty was adaptive, more studies should be conducted on the implementation of adaptivity within SGs. In particular, how in-game behavior to match the difficulty level to the ability level of the candidates. Third, Fantasy is included in many games (Charsky, 2010 ; Prensky, 2001 ) and is regarded as one of the reasons for playing them (Boyle et al., 2016 ). By including fantasy elements in game-based performance assessments, assessment can become even more engaging and enjoyable and candidates can become even less aware of being assessed. For learning, it has been suggested that fantasy should be closely connected to the learning content (Gunter et al., 2008 ; Malone, 1981 ), but further research might explore whether this holds for SGs used for the (high-stakes) assessment of professional competencies. Furthermore, while fantasy elements may blur the direct link between the SG and the professional practice, in-game behavior may still have a clear relationship with professional competencies (Kim & Shute, 2015 ; Simons et al., 2021 ). More research into the effect of authenticity on the measurement validity of SGs in assessing professional competencies is warranted.

Implications for practice

Based on the results of the review, four recommendations can be made for practice. First, regardless of the competency type: design the SG in such a way that both the task and the context are authentic. The results have shown that SGs are able to provide a representation of the physical context and task, authentic to the professional competency under investigation. Thus, in situations where the physical context or assessment task are difficult to represent in a traditional performance assessments, SGs can provide a solution. At the same time, implementing non-authentic (fantasy) contexts and tasks should be investigated further before being implemented in high-stakes performance assessment.

Second, ensure that in-game behavior within the SG is collected. This review has synthesized additional evidence for the potential of in-game behavior as a source of information about ability level. That being said, the in-game behavior that can be used to inform ability level is dependent on both the professional competency of interest and game design. While no generalized design principles regarding the collection of gameplay data can be given, evidentiary frameworks (e.g., ECD) can be used to determine which in-game behavior can be used to infer ability level. This is ultimately connected to implementation of adaptivity. While a limited number of SGs were found that implemented adaptivity, the potential to unobtrusively data about ability level underscores a missed opportunity for the wider implementation of adaptivity in SGs. Taken together with the successful implementation of adaptive testing in traditional high-stakes assessments (Martin & Lazendic, 2018 ; Straetmans & Eggen, 2007 ), a third recommendation would be to implement adaptivity where appropriate.

Finally, this review gives an overview of the game mechanics for high-stakes game-based performance assessment with little risk of affecting validity. To provide freedom of gameplay for SGs targeted at cognitive skills and knowledge, include free exploration, interactive elements and providing options. For motor skills, giving control over movements is a, perhaps straightforward, game design principle. Furthermore, feedback in SGs for high-stakes performance assessments can be done through providing progress feedback, which is different from traditional types of feedback in education (van der Kleij et al., 2012 ) but has potential to satisfy feedback as a game mechanic. These recommendations, intended for game developers, may prove useful in designing future SGs for the (high-stakes) assessment of professional competencies.

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Studies included in the systematic review

Adams, A., Hart, J., Iacovides, I., Beavers, S., Oliveira, M., & Magroudi, M. (2019). Co-created evaluation: Identifying how games support police learning. International Journal of Human-Computer Studies, 132 , 34–44. https://doi.org/10.1016/j.ijhcs.2019.03.009

Aksoy, E. (2019). Comparing the effects on learning outcomes of tablet-based and virtual reality–based serious gaming modules for basic life support training: Randomized trial. JMIR Serious Games, 7 (2), Article e13442. https://doi.org/10.2196/13442

Albert, A., Hallowell, M. R., Kleiner, B., Chen, A., & Golparvar-Fard, M. (2014). Enhancing construction hazard recognition with high-fidelity augmented virtuality. Journal of Construction Engineering and Management, 140 (7), Article 04014024. https://doi.org/10.1061/(ASCE)CO.1943-7862.0000860

Alyami, H., Alawami, M., Lyndon, M., Alyami, M., Coomarasamy, C., Henning, M., Hill, A., & Sundram, F. (2019). Impact of using a 3D visual metaphor serious game to teach history-taking content to medical students: Longitudinal mixed methods pilot study. JMIR Serious Games, 7 (3), Article e13748. https://doi.org/10.2196/13748

Ameerbakhsh, O., Maharaj, S., Hussain, A., & McAdam, B. (2019). A comparison of two methods of using a serious game for teaching marine ecology in a university setting. International Journal of Human-Computer Studies, 127 , 181–189. https://doi.org/10.1016/j.ijhcs.2018.07.004

Asadipour, A., Debattista, K., & Chalmers, A. (2017). Visuohaptic augmented feedback for enhancing motor skill acquisition. The Visual Computer, 33 (4), 401–411. https://doi.org/10.1007/s00371-016-1275-3

Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). Transformational play as a curriculur scaffold: Using videogames to support science education. Journal of Science Education and Technology, 18 (4), 305–320. https://doi.org/10.1007/s10956-009-9171-5

Benda, N. C., Kellogg, K. M., Hoffman, D. J., Fairbanks, R. J., & Auguste, T. (2020). Lessons learned from an evaluation of serious gaming as an alternative to mannequin-based simulation technology: Randomized controlled trial. JMIR Serious Games, 8 (3), Article e21123. https://doi.org/10.2196/21123

Bindoff, I., Ling, T., Bereznicki, L., Westbury, J., Chalmers, L., Peterson, G., & Ollington, R. (2014). A computer simulation of community pharmacy practice for educational use. American Journal of Pharmaceutical Education, 78 (9), Article 168. https://doi.org/10.5688/ajpe789168

Binsubaih, A., Maddock, S., & Romano, D. (2006). A serious game for traffic accident investigators. Interactive Technology and Smart Education, 3 (4), 329–346. https://doi.org/10.1108/17415650680000071

Blanié, A., Amorim, M. A., & Benhamou, D. (2020). Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: A randomized study in nursing students. BMC Medical Education, 20 (1), Article 53. https://doi.org/10.1186/s12909-020-1939-6

Boada, I., Rodriguez-Benitez, A., Garcia-Gonzalez, J. M., Olivet, J., Carreras, V., & Sbert, M. (2015). Using a serious game to complement CPR instruction in a nurse faculty. Computer Methods and Programs in Biomedicine, 122 (2), 282–291. https://doi.org/10.1016/j.cmpb.2015.08.006

Brown, D. E., Moenning, A., Guerlain, S., Turnbull, B., Abel, D., & Meyer, C. (2018). Design and evaluation of an avatar-based cultural training system. The Journal of Defense Modeling and Simulation, 16 (2), 159–174. https://doi.org/10.1177/1548512918807593

Buttussi, F., Pellis, T., Cabas Vidani, A., Pausler, D., Carchietti, E., & Chittaro, L. (2013). Evaluation of a 3D serious game for advanced life support retraining. International Journal Medical Informatics, 82 (9), 798–809. https://doi.org/10.1016/j.ijmedinf.2013.05.007

Calderón, A., Ruiz, M., & O’Connor, R. V. (2018). A serious game to support the ISO 21500 standard education in the context of software project management. Computer Standards & Interfaces, 60 , 80–92. https://doi.org/10.1016/j.csi.2018.04.012

Chan, W. Y., Qin, J., Chui, Y. P., & Heng, P. A. (2012). A serious game for learning ultrasound-guided needle placement skills. IEEE Transactions on Information Technology in Biomedicine, 16 (6), 1032–1042. https://doi.org/10.1109/titb.2012.2204406

Chang, C., Kao, C., Hwang, G., & Lin, F. (2020). From experiencing to critical thinking: A contextual game-based learning approach to improving nursing students’ performance in electrocardiogram training. Educational Technology Research and Development, 68 (3), 1225–1245. https://doi.org/10.1007/s11423-019-09723-x

Chee, E. J. M., Prabhakaran, L., Neo, L. P., Carpio, G. A. C., Tan, A. J. Q., Lee, C. C. S., & Liaw, S. Y. (2019). Play and learn with patients—Designing and evaluating a serious game to enhance nurses’ inhaler teaching techniques: A randomized controlled trial. Games for Health Journal, 8 (3), 187–194. https://doi.org/10.1089/g4h.2018.0073

Chon, S., Timmermann, F., Dratsch, T., Schuelper, N., Plum, P., Berlth, F., Datta, R. R., Schramm, C., Haneder, S., Späth, M. R., Dübbers, M., Kleinert, J., Raupach, T., Bruns, C., & Kleinert, R. (2019). Serious games in surgical medical education: A virtual emergency department as a tool for teaching clinical reasoning to medical students. JMIR Serious Games, 7 (1), Article e13028. https://doi.org/10.2196/13028

Cook, N. F., McAloon, T., O’Neill, P., & Beggs, R. (2012). Impact of a web based interactive simulation game (PULSE) on nursing students’ experience and performance in life support training—A pilot study. Nurse Education Today, 32 (6), 714–720. https://doi.org/10.1016/j.nedt.2011.09.013

Cowley, B., Fantato, M., Jennett, C., Ruskov, M., & Ravaja, N. (2014). Learning when serious: Psychophysiological evaluation of a technology-enhanced learning game. Journal of Educational Technology & Society, 17 (1), 3–16.

Creutzfeldt, J., Hedman, L., & Felländer-Tsai, L. (2012). Effects of pre-training using serious game technology on CPR performance—An exploratory quasi-experimental transfer study. Scandinavian Journal of Trauma, Resuscitation and Emergency Medicine, 20 (1), Article 79. https://doi.org/10.1186/1757-7241-20-79

Creutzfeldt, J., Hedman, L., Medin, C., Heinrichs, W. L., & Felländer-Tsai, L. (2010). Exploring virtual worlds for scenario-based repeated team training of cardiopulmonary resuscitation in medical students. Journal of Medical Internet Research, 12 (3), Article e38. https://doi.org/10.2196/jmir.1426

Dankbaar, M. E. W., Alsma, J., Jansen, E. E. H., van Merrienboer, J. J. G., van Saase, J. L. C. M., & Schuit, S. C. E. (2016). An experimental study on the effects of a simulation game on students’ clinical cognitive skills and motivation. Advances in Health Sciences Education, 21 (3), 505–521. https://doi.org/10.1007/s10459-015-9641-x

Dankbaar, M. E. W., Bakhuys Roozeboom, M., Oprins, E. A. P. B., Rutten, F., van Merrienboer, J. J. G., van Saase, J. L. C. M., & Schuit, S. C. E. (2017a). Preparing residents effectively in emergency skills training with a serious game. Simulation in Healthcare, 12 (1), 9–16. https://doi.org/10.1097/sih.0000000000000194

Dankbaar, M. E. W., Richters, O., Kalkman, C. J., Prins, G., ten Cate, O. T. J., van Merrienboer, J. J. G., & Schuit, S. C. E. (2017). Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness. BMC Medical Education, 17 (1), Article 30. https://doi.org/10.1186/s12909-016-0836-5

de Sena, D. P., Fabrício, D. D., da Silva, V. D., Bodanese, L. C., & Franco, A. R. (2019). Comparative evaluation of video-based on-line course versus serious game for training medical students in cardiopulmonary resuscitation: A randomised trial. PLOS ONE, 14 (4), Article e0214722. https://doi.org/10.1371/journal.pone.0214722

Dib, H., & Adamo-Villani, N. (2014). Serious sustainability challenge game to promote teaching and learning of building sustainability. Journal of Computing in Civil Engineering, 28 (5), Article A4014007. https://doi.org/10.1061/(ASCE)CP.1943-5487.0000357

Diehl, L. A., Souza, R. M., Gordan, P. A., Esteves, R. Z., & Coelho, I. C. M. (2017). InsuOnline, an electronic game for medical education on insulin therapy: A randomized controlled trial with primary care physicians. Journal of Medical Internet Research, 19 (3), Article e72. https://doi.org/10.2196/jmir.6944

Drummond, D., Delval, P., Abdenouri, S., Truchot, J., Ceccaldi, P., Plaisance, P., Hadchouel, A., & Tesnière, A. (2017). Serious game versus online course for pretraining medical students before a simulation-based mastery learning course on cardiopulmonary resuscitation: A randomised controlled study. European Journal of Anaesthesiology, 34 (12), 836–844. https://doi.org/10.1097/EJA.0000000000000675

Duque, G., Fung, S., Mallet, L., Posel, N., & Fleiszer, D. (2008). Learning while having fun: The use of video gaming to teach geriatric house calls to medical students. Journal of the American Geriatrics Society, 56 (7), 1328–1332. https://doi.org/10.1111/j.1532-5415.2008.01759.x

Fonteneau, T., Billion, E., Abdoul, C., Le, S., Hadchouel, A., & Drummond, D. (2020). Simulation game versus multiple choice questionnaire to assess the clinical competence of medical students: Prospective sequential trial. Journal of Medical Internet Research, 22 (12), Article e23254. https://doi.org/10.2196/23254

Gerard, J. M., Scalzo, A. J., Borgman, M. A., Watson, C. M., Byrnes, C. E., Chang, T. P., Auerbach, M., Kessler, D. O., Feldman, B. L., Payne, B. S., Nibras, S., Chokshi, R. K., & Lopreiato, J. O. (2018). Validity evidence for a serious game to assess performance on critical pediatric emergency medicine scenarios. Simulation in Healthcare, 13 (3), 168–180. https://doi.org/10.1097/SIH.0000000000000283

Graafland, M., Bemelman, W. A., & Schijven, M. P. (2014). Prospective cohort study on surgeons’ response to equipment failure in the laparoscopic environment. Surgical Endoscopy, 28 (9), 2695–2701. https://doi.org/10.1007/s00464-014-3530-x

Graafland, M., Bemelman, W. A., & Schijven, M. P. (2017). Game-based training improves the surgeon’s situational awareness in the operation room: A randomized controlled trial. Surgical Endoscopy, 31 (10), 4093–4101. https://doi.org/10.1007/s00464-017-5456-6

Hannig, A., Lemos, M., Spreckelsen, C., Ohnesorge-Radtke, U., & Rafai, N. (2013). Skills-O-Mat: Computer supported interactive motion- and game-based training in mixing alginate in dental education. Journal of Educational Computing Research, 48 (3), 315–343. https://doi.org/10.2190/EC.48.3.c

Hummel, H. G. K., van Houcke, J., Nadolski, R. J., van der Hiele, T., Kurvers, H., & Löhr, A. (2011). Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42 (6), 1029–1041. https://doi.org/10.1111/j.1467-8535.2010.01122.x

Jalink, M. B., Goris, J., Heineman, E., Pierie, J. P., & ten Cate Hoedemaker, H. O. (2014). Construct and concurrent validity of a Nintendo Wii video game made for training basic laparoscopic skills. Surgical Endoscopy, 28 (2), 537–542. https://doi.org/10.1007/s00464-013-3199-6

Katz, D., Zerillo, J., Kim, S., Hill, B., Wang, R., Goldberg, A., & DeMaria, S. (2017). Serious gaming for orthotopic liver transplant anesthesiology: A randomized control trial. Liver Transplantation, 23 (4), 430–439. https://doi.org/10.1002/lt.24732

Knight, J. F., Carley, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Dunwell, I., & Mackway-Jones, K. (2010). Serious gaming technology in major incident triage training: A pragmatic controlled trial. Resuscitation, 81 (9), 1175–1179. https://doi.org/10.1016/j.resuscitation.2010.03.042

LeFlore, J. L., Anderson, M., Zielke, M. A., Nelson, K. A., Thomas, P. E., Hardee, G., & John, L. D. (2012). Can a virtual patient trainer teach student nurses how to save lives—Teaching student nurses about pediatric respiratory diseases. Simulation in Healthcare, 7 (1), 10–17. https://doi.org/10.1097/SIH.0b013e31823652de

Li, K., Hall, M., Bermell-Garcia, P., Alcock, J., Tiwari, A., & González-Franco, M. (2017). Measuring the learning effectiveness of serious gaming for training of complex manufacturing tasks. Simulation & Gaming, 48 (6), 770–790. https://doi.org/10.1177/1046878117739929

Luu, C., Talbot, T. B., Fung, C. C., Ben-Isaac, E., Espinoza, J., Fischer, S., Cho, C. S., Sargsyan, M., Korand, S., & Chang, T. P. (2020). Development and performance assessment of a digital serious game to assess multi-patient care skills in a simulated pediatric emergency department. Simulation & Gaming, 51 (4), 550–570. https://doi.org/10.1177/1046878120904984

Middeke, A., Anders, S., Schuelper, M., Raupach, T., & Schuelper, N. (2018). Training of clinical reasoning with a serious game versus small-group problem-based learning: A prospective study. PLoS ONE, 13 (9), Article e0203851. https://doi.org/10.1371/journal.pone.0203851

Miller, C. H., Dunbar, N. E., Jensen, M. L., Massey, Z. B., Lee, Y., Nicholls, S. B., Anderson, C., Adams, A. S., Cecena, J. E., Thompson, W. M., & Wilson, S. N. (2019). Training law enforcement officers to identify reliable deception cues with a serious digital game. International Journal of Game-Based Learning, 9 (3), 1–22. https://doi.org/10.4018/IJGBL.2019070101

Mohan, D., Angus, D. C., Ricketts, D., Farris, C., Fischhoff, B., Rosengart, M. R., Yealy, D. M., & Barnato, A. E. (2014). Assessing the validity of using serious game technology to analyze physician decision making. PLOS ONE, 9 (8), Article e105445. https://doi.org/10.1371/journal.pone.0105445

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Bijl, A., Veldkamp, B.P., Wools, S. et al. Serious games in high-stakes assessment contexts: a systematic literature review into the game design principles for valid game-based performance assessment. Education Tech Research Dev (2024). https://doi.org/10.1007/s11423-024-10362-0

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    design based research cycle

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    1. Overview of Design-Based Research Design-Based Research (DBR) is a core methodology of the learning sciences. Begun as a movement away from experimental psychology, DBR was proposed as means to study learning amidst the ―blooming, buzzing confusion‖ of classrooms (Brown, 1992, p. 141). It is a way to develop theory that takes

  8. Design-based research

    Design-based research (DBR) is a type of research methodology used by researchers in the learning sciences, which is a sub-field of education. The basic process of DBR involves developing solutions (called "interventions") to problems. Then, the interventions are put to use to test how well they work. The iterations may then be adapted and re ...

  9. Design-Based Research

    The first phase of design-based research is the analysis and exploration, which includes problem identification and diagnosis. As noted by Bannan-Ritland ( 2003 ): "The first phase of design-based research is rooted in essential research steps of problem identification, literature survey, and problem definition" (p. 22).

  10. A systematic literature review of design-based research from 2004 to

    Design-based research (DBR) that blends designing learning environments and developing theories has proliferated in recent years. In order to gain insights into DBR, 162 studies related to DBR published from 2004 to 2013 were selected and reviewed. The major findings indicated that most of the studies focused on designing, developing, and redesigning learning environments through interventions ...

  11. PDF Design-Based Research: An Emerging Paradigm for Educational Inquiry

    Design-based research (Brown, 1992; Collins, 1992) is an emerging paradigm for the study of learning in context through the systematic design and study of instructional strategies and tools. We argue that design-based research can help create and extend knowledge about developing, enacting, and sustaining in-

  12. Design-based research: Connecting theory and practice in pharmacy

    Design-based research (DBR) is an iterative approach to designing, implementing, evaluating, ... Typically, these insights are obtained after a full cycle of all three phases, which then inform subsequent cycles, as shown in Fig. 1. It is possible small observations or insights may inform other stages; however, the primary focus of the process ...

  13. Design-Based Research: Definition, Characteristics, Application and

    A study adopted Design-Based Research (DBR). DBR is focused on developing a solution to real-life situations through collaboration among people from various fields of expertise (Herrington et al ...

  14. Design-based research process: Problems, phases, and applications

    D esign-Based R esearch Process: Problems, Phases, and Applications. Matthew W. Easterday, Daniel Rees Lewis and Elizabeth M. Gerber. Northwestern Univ ersity, Evanst on, IL. { easterday ...

  15. The Development of Design-Based Research

    Design-Based Research (DBR) is one of the most exciting evolutions in research methodology of our time, as it allows for the potential knowledge gained through the intimate connections designers have with their work to be combined with the knowledge derived from research. These two sources of knowledge can inform each other, leading to improved ...

  16. PDF Research by Design: Design-Based Research and the Higher Degree

    Design-based research lends itself to HDR research as research students place themselves in the role of instructor and researcher and conduct their investigation in an authentic, localised, context. ... with each iteration being a micro cycle (micro phase) of the research. Mixed-methods of data collection are used. The combination of data

  17. PDF Using Design-Based Research in Higher Education Innovation

    Using Design-Based Research in Higher Education Innovation 52 Challenges Associated with DBR It is beneficial to first consider and classify the object of research to determine whether DBR is the right approach. For example, Kelly (2013) indicated that design research may not be cost-effective for simple or closed problems.

  18. What is Design-Based Research?

    Design-Based Research (DBR) is a systematic, iterative, and flexible approach often used in our work designing emerging technologies. We'll contrast DBR with other methods that are sometimes confused with it such as, design-based implementation research, co-design, and design studies. ... is iterative and we'll spend time discussing how to ...

  19. (PDF) Design-based research as a model for systematic curriculum

    T ABLE I. Levels and process steps in the research and development cycle of design-based research. (a), (b) and (c) indicate the main (a), (b) and (c) indicate the main objectives of our DBR project.

  20. Research Cycle Process and Theory explained

    A research cycle is a series of stages that guide the user through the process of conducting research. The cycle consists various stages ... including research design, data collection methods, and data analysis techniques. ... Researchers must select the most appropriate methods for their study based on the research question, data availability ...

  21. Sustainability

    The food industry, crucial for emerging economies, faces challenges in refrigeration, particularly in fish storage. High energy consumption, environmental impact, and improper cooling methods leading to food waste are significant issues. Addressing these challenges is vital for economic and environmental sustainability in the food sector, especially concerning fish storage where spoilage rates ...

  22. Study on the benefit analysis based on whole life cycle carbon ...

    Based on our research, we propose the following applications and policy recommendations: ... Llatas, C., Soust-Verdaguer, B. & Passer, A. Implementing Life Cycle Sustainability Assessment during ...

  23. Design-Based Research: A Decade of Progress in Education Research

    Design-based research (DBR) evolved near the beginning of the 21st century and was heralded as a practical research methodology that could effectively bridge the chasm between research and practice...

  24. Researchers envision sci-fi worlds involving changes to atmospheric

    Date: April 4, 2024. Source: Colorado State University. Summary: Human activity is changing the way water flows between the Earth and atmosphere in complex ways and with likely long-lasting ...

  25. (PDF) Design-Based Research in the Educational Field: A Systematic

    The design-based research methodology has been gaining significance, in recent years, in the field of educational research. Several authors have pointed out the potential of this methodology to ...

  26. In silico insights into design of novel VEGFR-2 inhibitors: SMILES

    In silico insights into design of novel VEGFR-2 inhibitors: SMILES-based QSAR modelling, and docking studies on substituted benzo-fused heteronuclear derivatives ... G. Bansal Department of Pharmaceutical Sciences and Drug Research, Punjabi University, Patiala, IndiaView further author information. Received 05 Feb 2024, ...

  27. Serious games in high-stakes assessment contexts: a ...

    The systematic literature review (1) investigates whether 'serious games' provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the final review, targeting knowledge, motor skills ...

  28. 2024 solar eclipse not silencing flat Earth conspiracies

    NASA has consistently said the Earth is a round, rotating globe, and the documents referenced don't prove otherwise. The "flat, non-rotating earth" model is a common technique used to generalize ...

  29. Design Research of a Novel Aftercool-Humidifier Concept for Humid Air

    Humid air turbine cycle (HAT) has potential of electrical efficiencies comparable to combined cycle, with lower investment cost and NO<SUB>x</SUB> emission. The typical heat exchanger network of HAT consists of intercooler (if there is), aftercooler, recuperator, economizer and humidifier, which brings higher efficiency but makes the system more complex. To simplify HAT layout, a novel ...