Below are posts associated with the “Matt Koehler” co-author.
Lifting the veil on TeachersPayTeachers.com: An investigation of educational marketplace offerings and downloads
TeachersPayTeachers.com (TpT) has emerged as an alternative to traditional curricular publishing houses; however, the critical investigation into this for-profit platform is limited. The aggregate content offered and downloaded from the platform through 2019 was Web-scraped, enabling us to construct a content model of TpT and provide descriptive results regarding the interactions between content, technology, and users/usage on TpT. We find TpT’s content model implicitly redefines what constitutes an education, elevating holiday activities and classroom decor to the same level as established curriculum. In terms of content, learning standards were largely absent and user ratings were uniformly high, casting doubt upon the validity of these technological features. 87.9% of resources were under $5, however, many small sales add up across users, indicating the platform extracts significant value from educators and schools. We discuss how the online educational marketplace phenomenon stands to impact the future of curriculum production and the teaching profession.
Considerations for using social media data in learning design and technology research
Social media platforms have firmly established themselves as phenomena of interest for Learning Design and Technology (LDT) researchers, and the data accessible from these platforms provide new methodological possibilities. Given the number, diversity, and constant evolution of both social media platforms and research tools, it would be inappropriate to suggest that there is a single correct way to carry out LDT research with social media data. In contrast, this chapter introduces six broad, interconnected steps to social media research: Conducting Ethical Research; Framing the Research; Organizing the Research Process; Collecting Data; Analyzing Data; and Writing, Sharing, and Publicizing Research. Each step is associated with several considerations, careful attention to which will guide researchers toward a particular correct way to accomplish their specific research objectives.
Where does all the money go? Free and paid transactions on TeachersPayTeachers.com
Online curricular marketplaces such as TeachersPayTeachers.com (TPT) are challenging conventional notions of curriculum, the professionalization of educators, and the exchange of capital in P-12 education. In this research note, we explore these issues by presenting an accounting of: (a) the size and scope of TPT, (b) the number of TPT resources being downloaded, and (c) the financial transactions associated with TPT educator-storefronts. Findings indicated that TPT hosted 4,018,173 classroom resources from 208,748 educator-sellers with 1.5 billion all-time downloads and $3.9 billion in total sales. 69% of all TPT downloads were of free materials. However, an overwhelming 81% of total TPT sales were attributed to the top 1% of educator-sellers (n = 1,524). TPT’s massive scope suggests it has introduced an important disruption in P-12 curriculum, with implications for the professionalization of educators. Furthermore, TPT’s unequal distribution of wealth across educator-sellers suggests disparities in the extent to which individual sellers are part of this disruption.
Identifying multiple learning spaces within a single teacher-focused Twitter hashtag
The existing work on teacher-focused Twitter hashtags typically frames each hashtag as a single, unified phenomenon, thereby collapsing or erasing differences between them (and any resulting implications for learning). In this study, we conceived of teacher-focused hashtags as affinity spaces potentially containing subspaces distinguished by synchronous chats and other, asynchronous communication. We used computational methods to explore how participation differed in terms of content, interactions, and portals between these contexts within the #michED hashtag used by Michigan teachers. During the 2015–2016 academic year, #michED saw more non-chat activity than chat activity, and most participants only engaged in one mode of activity or the other. Participation during chats was associated with more replying as well as more socially-, affectively-, and cognitively-related content, suggesting a focus on social interaction. In contrast, non-chat participation was associated with more retweeting, mentioning, hyperlinks, and hashtags, suggesting a focus on content dissemination. These results suggest that different affinity spaces—and different literacy practices—may exist within the same hashtag to support different objectives. Teachers, teacher educators, and researchers should therefore be careful to make these distinctions when considering Twitter as a learning technology for teachers.
Approaches to Mormon identity and practice in the #ldsconf Twitter hashtag
In this paper, we document different expressions of Mormon identity and different approaches to Mormon practice within the #ldsconf Twitter hashtag. In particular, we examine #ldsconf during two important events in the recent history of the Church of Jesus Christ of Latter-day Saints: the presidential transition from Thomas Monson to Russell Nelson in January 2018, and the Church’s formal acceptance of Nelson as Church president in April 2018. Our findings suggest that the #ldsconf hashtag allows for more expression of identity than formal Latter-day Saint contexts and that Twitter hashtags afford a ready audience for religious discussion in which no bounds are set on appropriate identity or practice.
Spam and educators’ Twitter use: Methodological challenges and considerations
Twitter and other social media have assumed important places in many educators’ professional lives by hosting spaces where new kinds of collegial interactions can occur. However, such spaces can also attract unwelcome Twitter traffic that complicates researchers’ attempts to explore and understand educators’ professional social media experiences. In this article, we define various kinds of spam that we have identified in our research on educators’ uses of Twitter. After providing an overview of the concept of spam, we evaluate the advantages and disadvantages of different approaches to addressing the presence of spam in educator-focused Twitter spaces. Then we suggest practical, holistic metrics that can be employed to help identify spam. Through secondary analyses of our past research, we describe the use of such metrics to identify and deal with spam in three specific cases. Finally, we discuss implications of spam and these suggested methods for teacher educators, instructional designers and educational technology researchers.
The fun of its parts: Design and player reception of educational board games
Although board, card, and other analog games can serve as useful educational technologies, little research exists to support teachers’ efforts in finding analog games that are pedagogically appropriate or likely to be well-received by their students. In this study, the authors retrieved data associated with 208 educational games from the crowdsourced website BoardGameGeek. They used this data to summarize players’ description of games into 15 themes, mechanics, and genres that can support teachers’ comparison and evaluation of analog educational games. They then analyzed how these design features influenced player reception of these games—as evidenced by game ratings on BoardGameGeek. To do this, they used two models: a hierarchical regression (features were nested within themes, mechanics, and genres categories) and a flat stepwise regression (features were all at the same level). Both analyses indicated that themes were parsimonious and significant predictors of game ratings, suggesting that the theme of an educational game may be an important consideration for teachers. The findings of this paper present helpful initial guidelines for teachers, teacher educators, and others interested in educational analog games; however, holistic evaluation of analog games and thorough consideration of their pedagogical potential are important.
Tweet, and we shall find: Using digital methods to locate participants in educational hashtags
Although researchers have discovered a great deal about who uses Twitter for educational purposes, what they post about, when they post and why they participate, there has so far been little work to explore where participants in educational Twitter contexts are located. In this paper, we establish a methodological foundation that can support the exploration of geographical issues in educational Twitter research. We surveyed 46 participants in one educational Twitter hashtag, #michED, to determine where they lived; we then compared these responses to results from three digital methods for geolocating Twitter users (human coding, machine coding and GPS coding) to explore these methods’ affordances and constraints. Human coding of Twitter profiles allowed us to analyze more participants with higher levels of accuracy but also has disadvantages compared to other digital—and traditional—methods. We discuss the additional insights obtained through geolocating #michED participants as well as considerations for using geolocation and other digital methods in educational research.
Strategies, use, and impact of social media for supporting teacher community within professional development: The case of one urban STEM program
This paper examines the use of social media to foster community connections within the MSU Urban Science, Technology, Engineering, and Mathematics (STEM) program. We describe the strategies employed by the program and the technologies employed by instructors to provide support, build community, and showcase learning. We highlight three particular tools used to foster community within the program: Facebook, websites and blogs, and Twitter and then use trace data from Twitter to demonstrate how social media fostered community within the program. We conclude with a description of implications for how social media is used to support community for future research and practice.
A taxonomy approach to studying how gamers review games
Background. Player-generated reviews of video games represent a large, rich, and under-explored source of data for exploring what makes for an effective game. Aim. We explore whether existing theory, in the form of a comprehensive gaming taxonomy, suitably captures the issues that players raise when they review games. Method. User-submitted game reviews were coded along the dimensions of the comprehensive gaming taxonomy to test the frequency of usage of each dimension. Results. We found some support for the use of the taxonomy, as four of nine taxonomy features were frequently present in game reviews. We also found support for other features of reviews not encapsulated by the Bedwell et al. (2012) taxonomy. Specifically, we found that players often reviewed video games: a) holistically; b) by comparing them to other games, game franchises, and other reviews; and c) by judging the value of games in terms of time, money, and effort. These results have implications for using game reviews for future research.