American Educational Research Association
Fulbright Program
Center for Innovative Learning Technologies (NSF)
Professor, Department of Learning Sciences and Instructional Systems Technology, Indiana University Bloomington
Director, Center for Research on Learning and Technology (CRLT), Indiana University Bloomington
Barbara B. Jacobs Chair of Education and Technology, Indiana University Bloomington
Senior Scientist and Instructional Designer, One Planet Education Network
Senior Scientist of Educational Research, ActiveInk
Sasha A. Barab is a Professor at Arizona State University (ASU) in the School for the Future of Innovation in Society and a Senior Global Futures Scientist. He holds the Pinnacle West Chair of Education in the Mary Lou Fulton Teachers College and co‑founded and serves as Executive Director of ASU’s Center for Games and Impact. An internationally recognized learning scientist, Barab’s work focuses on game‑infused and designed learning environments, transformational play, design‑based research, and virtual worlds for learning, including the Quest Atlantis/Atlantis Remixed projects. Previously, he was on the faculty at Indiana University, where he directed the Center for Research on Learning and Technology and held the Barbara B. Jacobs Chair of Education and Technology.
A learning and design framework positing that well‑designed game worlds can position learners as protagonists whose use of conceptual understandings transforms both the problem space and themselves, aligning person, content, and context.
Barab significantly contributed to advancing DBR in the learning sciences as a methodology that iteratively couples the design of artifacts with theory building to generate actionable knowledge about learning in naturalistic settings.
A methodological approach that integrates participatory design and critical ethnography to transform local contexts while producing portable instructional designs.
Computers & Education • Journal
Grounded in work on game‑based curricula, the paper articulates transformational play and describes a curriculum designed by that theory. In a study of a teacher delivering two units (game‑based vs. story‑based) on persuasive writing, both classes showed significant learning gains, with significantly greater gains, engagement, different motivational goals, and fewer off‑task reprimands in the game‑based condition. Implications for school implementation and learning theory are discussed.
Educational Researcher • Journal
Videogames are a powerful medium for creating narratively rich worlds to achieve educational goals. The authors advance the theory of transformational play, in which learners take on the role of a protagonist who must employ conceptual understandings to transform a problem-based fictional context—while transforming themselves. The article surveys the theory and grounds it in two curriculum units developed through design‑based research, concluding with research and design challenges.
Mind, Culture, and Activity • Journal
Argues that videogames, as narratively rich media, can sustain engagement in curricular dramas where players’ knowledgeable actions shape unfolding fictions. Games allow players to inhabit roles of author, performer, and audience, enabling narrative transactivity. Grounded in two design projects and their implementations, the article discusses implications for leveraging immersive, interactive media to accomplish wide‑ranging educational ends.
Journal of Science Education and Technology • Journal
Presents a 3D game‑based curriculum on water quality and compares four instructional conditions varying in contextualization: expository text, descriptive framing, immersive world (dyad), and immersive world (single user). The immersive conditions outperformed the expository text on standardized items; the dyad also performed better on a transfer task. Findings support immersive game‑based environments as effective curricula for science learning.
Research in Science Education • Journal
Addresses benefits of engaging learners in socioscientific inquiry (SSI) by reviewing literature showing gains in content knowledge and understanding the nature of science, and by introducing socioscientific reasoning as a suite of practices for negotiating SSI. Interviews with 24 middle‑school students informed an emergent rubric for socioscientific reasoning and highlighted variation in students’ practices and implications for assessment.
Journal of Science Education and Technology • Journal
Reports research embedding 4th‑grade students in Quest Atlantis’ aquatic habitat simulation. A socio‑scientific narrative and interactive rule set in a MUVE positioned learners to investigate water‑quality concepts and balance scientific with socio‑economic factors. Students were engaged, produced quality work, and learned targeted science content, suggesting multi‑user virtual worlds can be effectively leveraged for academic learning.
Educational Researcher • Journal
Advances an ecological theory of knowing that prioritizes engaged participation over knowledge acquisition. The environment is characterized as affordance networks extended in time and activated through individuals’ intentions and effectivity sets. To clarify the challenge of connecting learners to ecological systems through which affordance networks are realized, the article introduces the concept of life‑worlds and offers an ecological focal point for curricular design.
Educational Technology Research and Development • Journal
Describes the Quest Atlantis (QA) project, a multiuser virtual environment that immerses children ages 9–12 in educational tasks. QA combines strategies from commercial gaming with research‑based lessons on learning and motivation, allowing learners to perform quests, interact with others and mentors, and build virtual personae. The socially‑responsive design aims to build sociotechnical structures that engage and potentially transform individuals and their participation contexts, suggesting an expansive role for instructional designers.
Anthropology & Education Quarterly • Journal
Introduces critical design ethnography, an ethnographic process that couples participatory design with local transformation while producing a reusable instructional design. Reflecting on the Quest Atlantis project, the authors discuss opportunities and tensions encountered as they built local critiques and reified them into designed artifacts subsequently implemented worldwide.
Journal of the Learning Sciences • Journal
Highlights and problematizes challenges in carrying out design‑based research (DBR). Situated within the interdisciplinary learning sciences, the paper contrasts DBR with laboratory experimentation and characterizes DBR in terms of designed artifacts and resultant theory. It argues that learning, cognition, knowing, and context are co‑constituted, and that DBR serves as a bridge between theory and practice to generate robust, actionable knowledge about learning.
Mind, Culture, and Activity • Journal
Analyzes the Inquiry Learning Forum (ILF), a sociotechnical interaction network supporting a Web‑based community of teachers. Applying activity theory to ILF’s design, the authors discuss tensions that emerge when attempting to design a community that expects new practices from members and argue that activity theory and sociotechnical interaction network perspectives together provide a richer lens on design and community functioning.
Apple Books (self‑published) • Book
A design‑driven, highly visual e‑book reflecting on tensions of freedom versus control in large‑scale educational game projects (e.g., Quest Atlantis). Written for curriculum designers, educators, parents, and the public, it argues for the educational power of play and videogames, while grappling with the challenges of harnessing this medium for good in a complex media landscape.
Cambridge University Press • Book
An interdisciplinary reader on videogames and learning that spans game design, game culture, and games as twenty‑first‑century pedagogy. Contributions from leading scholars and designers make the case for using games in formal and informal learning and provide a broad introduction to the field of games and learning.
Cambridge University Press • Book
This collection examines theoretical, design, learning, and methodological questions in designing and researching web‑based communities to support learning. Drawing on multiple disciplines, chapters candidly explore challenges and dualities of designing for virtual communities, especially when the focal practice is learning, and offer lessons learned for fostering online teacher and student communities.