American Association for the Advancement of Science (AAAS)
American Association for the Advancement of Science (AAAS)
American Institute of Biological Sciences (AIBS)
Professor, Massachusetts Institute of Technology
Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and The Education Arcade at the Massachusetts Institute of Technology. He also serves as Section Head/Professor in Comparative Media Studies/Writing and co-directs MIT’s RAISE initiative on AI education. His research uses design-based research to create and study educational technologies—especially games, simulations, AR/VR, mobile learning, and computing—for STEM learning, complex systems thinking, and teacher preparation. His group created platforms such as StarLogo Nova and TaleBlazer and produced online courses reaching hundreds of thousands of learners. He is an AAAS Fellow and received the AIBS Education Award.
A design approach for handheld, location‑aware augmented reality learning experiences that combine role‑play, situated inquiry, and dynamic models with real‑world contexts to support authentic problem solving.
An iterative framework linking scientific inquiry and engineering design through simulation and gameplay. Learners move among tinkering/testing, scientific investigation, design/redesign, and play to develop models, analyze systems, and solve challenges in domains such as epidemics and physics.
A framework linking scientific inquiry, engineering design, and gameplay by transforming complex‑systems simulations into interactive games. Students iterate among tinkering/testing (scientific method), design (engineering), and play to deepen understanding of content and modeling processes.
Information and Learning Sciences • Journal
In a biology game comparing stereoscopic HMD VR to a non‑stereoscopic 2D version with matched interactivity, both groups improved, but the immersive VR group showed greater gains in content assessments and mental‑model drawings of translation. The study isolates immersion as a key affordance that supports conceptual understanding of spatial environments and processes, informing when VR may add value beyond 2D interactive media.
Frontiers in Virtual Reality • Journal
Synthesizes multi‑year design research from the CLEVR project and the Cellverse game to distill best practices for designing VR learning games. The paper argues that authentic environments and actions, purposeful interactivity tied to learning goals, and structured collaboration with distributed roles can enhance learning and manage cognitive load. Practical guidance is offered for balancing fidelity, resources, and inclusion during VR design and evaluation.
Journal of Computer Assisted Learning • Journal
Introduces UbiqGames, a class of mobile, casual educational games, through the Weatherlings case. Motivated by the need to understand how students use educational games amid distractions on their devices, the paper explains design choices for engagement and practicality. A pilot with 20 students suggested high engagement and increased interest in weather and climate after play, motivating further work on learning effects and generalization to other content areas.
New Directions for Youth Development • Journal
Overviews AR simulations that overlay virtual data and interactions on real contexts and argues for engaging youth as authors of AR games. Using examples such as TimeLab 2100, the article discusses technical and pedagogical supports that enable students to create location‑aware games closely tied to their communities, blending portability with place specificity to deepen connection and learning.
E‑Learning and Digital Media • Journal
Presents the Simulation Cycle, an iterative model connecting scientific inquiry and engineering design through simulation and gameplay with StarLogo TNG. Case studies in middle‑school science and high‑school physics show how transforming simulations into games can motivate learners, deepen understanding of complex systems (e.g., epidemics, gravity), and support practices such as data analysis, modeling, and design.
Educational Technology Research and Development • Journal
The paper proposes the augmented reality educational gaming (AREG) approach for handhelds and narrates a rapid‑prototyping design program culminating in Environmental Detectives. Across multiple iterations and school deployments, the authors articulate design principles (e.g., dynamic events, differentiated roles) and authoring‑tool needs to enable teachers and students to build their own local AR scenarios.
Educational Technology Research and Development • Journal
Describes the creation of a framework for handheld “augmented reality educational gaming” and the iterative design of the Environmental Detectives platform. Through rapid prototyping across multiple classroom trials, the authors analyze pedagogical, design, and technical decisions that enable location‑aware, role‑based investigations. They argue that handheld AR can bridge entertainment and education by leveraging mobility, context, and social interaction to support inquiry and problem solving in authentic scenarios.
Journal of Science Education and Technology • Journal
Reports on Outbreak @ The Institute, a networked handheld AR game for authentic science inquiry. High‑school students assume complementary roles to contain a simulated epidemic distributed across a real campus. Analyses of surveys, logs, and interviews suggest that role specialization, embodied movement, and dynamic feedback foster perceptions of authenticity and interdependence, and support reasoning about underlying models in ways difficult to achieve in classroom‑bound activities.
Journal of the Learning Sciences • Journal
Examines the pedagogical potential of augmented reality simulations that position learners as scientists conducting investigations. Drawing on case studies with secondary students, the paper shows how AR can foreground science as a social practice of managing resources, synthesizing multiple data sources, and iteratively forming and revising hypotheses in situ. Findings indicate that embodied, situated investigations can challenge simplistic views of “the scientific method.”
Journal of the Learning Sciences • Journal
Articulates the pedagogical potential of augmented reality simulations for environmental engineering education using handhelds. Through design experiments and four case studies with secondary students, the work shows how AR simulations position learners in virtual investigations that highlight science as a social practice, foster management of resources and data, and challenge simplistic views of inquiry. Findings illustrate how immersion in place-based AR scenarios can connect academic content to students’ lived worlds.
Journal of the Learning Sciences • Journal
This design experiment introduces augmented reality (AR) simulation games on mobile devices as a means to engage learners in environmental science. Four case studies show how positioning students as field scientists surfaces beliefs about scientific practice, connects classroom content to lived spaces, and supports sense‑making through narrative structure and contextualized inquiry.
CBE—Life Sciences Education • Journal
Introduces OsmoBeaker, software enabling inquiry‑based, molecular‑level experiments on diffusion and osmosis. In controlled classroom studies, students using the simulations overcame several entrenched misconceptions (e.g., confusing quantity with concentration, directed motion), though not all. The results suggest that carefully designed molecular‑level simulations can improve conceptual understanding of core cell biology processes.
MIT Press • Book
Presents twenty design principles for learning games that integrate content and play, honor whole learners and the sociality of learning, and attend to the learning context. Drawing on Education Arcade projects (e.g., Vanished, Ubiquitous Bio), the authors advocate long‑form, collaborative experiences rather than gamified workbooks and show how resonant designs can connect school learning to everyday life.
MIT Press • Book
A post‑mortem of iCue, an NBC–MIT venture combining online video, social networking, and gaming for learning. Through the lens of this large‑scale failure, the authors extract lessons about innovation in educational media, including misalignment with test‑driven systems, media culture tensions, and market confusion. They argue that learning from failure can inform more sustainable, learner‑centered designs.
MIT Press • Book
Argues that handheld and mobile platforms—by virtue of portability, context sensitivity, connectivity, and ubiquity—offer unique affordances for learning games across K‑12, higher education, and lifelong learning. Through case studies of participatory and augmented‑reality games, the book shows how mobile games can be produced at relatively low cost, integrated into instruction, and used to cultivate 21st‑century skills and complex problem solving.
IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE) • Conference
Introduces Environmental Detectives, a participatory, location‑based simulation for handhelds in which student teams investigate a fictional environmental contamination by integrating virtual readings, interviews, and spatial data with real‑world movement. The paper outlines the use scenario and early design considerations for building an authorable platform capable of producing a family of similar AR simulations.
IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE) • Conference
Describes a proof‑of‑concept participatory simulation that uses handheld computers to create location‑aware augmented reality investigations. The system leverages portability, social interactivity, context sensitivity, connectivity, and individuality to blend real‑world data collection and virtual overlays. A use scenario illustrates teams of students performing environmental forensics by gathering geolocated data, interviewing virtual characters, and synthesizing evidence under time constraints.
IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE) • Conference
Describes a participatory, location‑aware simulation in which handheld devices overlay a virtual contamination scenario onto a real watershed. By exploiting mobility, social interactivity, context sensitivity, and connectivity, the platform supports collaborative inquiry, data collection, and just‑in‑time scaffolding for scientific investigation.
Teachers College Press • Book
An educator‑focused introduction to building and exploring models of complex systems using StarLogo. The book provides philosophy, projects, and activities that help novices construct and analyze agent‑based models, link in‑computer investigations with real‑world activities, and align modeling with standards in math and science for middle and high school classrooms.