Below are posts associated with the “qualitative coding” method.
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.
What the tech is going on with teachers’ digital teaching portfolios? Using the TPACK framework to analyze teachers’ technological understanding
Despite the growing popularity of digital teaching portfolios, research has remained focused on outcomes associated with making digital teaching portfolios instead of examining the ways in which they can effectively assess what teachers know, especially when it comes to educational technology. One barrier to using portfolios as a means of assessing teachers’ knowledge of technology is the lack of a guiding framework for characterizing teachers’ technology knowledge. In this paper, we propose that the Technological Pedagogical Content Knowledge (TPACK) framework is well-suited to study the knowledge (including technological knowledge) teachers represent in their digital teaching portfolios. We exemplify how the TPACK framework can guide a content analysis of digital teaching portfolios by analyzing 589 online portfolios created by teachers as the culminating assessment in their master’s studies. We conclude that the TPACK framework is helpful for analyzing the types of technological knowledge teachers may represent in portfolios but also acknowledge several important challenges.
28 days later: Twitter hashtags as 'just in time' teacher professional development
Researchers have argued that Twitter has potential to support high-quality professional development (PD) that can respond to teachers’ questions and concerns just in time and “on the spot.” Yet, very little attention has been paid to instances where Twitter has made just-in-time learning possible. In this paper, we examine one instance of timely professional development on Twitter, in which 3,598 users used an educational hashtag—#educattentats—to create a temporary affinity space supporting French teachers preparing to discuss recent terrorist attacks with their students. We describe this just-in-time PD by focusing on participants and modes of participation, the spread of the hashtag in its first hours and the growth and eventual decline of the hashtag over the course of 28 days. The results of this study suggest that #educattentats served effectively as just-in-time professional development for teachers. Implications for research and practice are discussed.
An investigation of State Educational Twitter Hashtags (SETHs) as affinity spaces
Affinity spaces are digital or physical spaces in which participants interact with one another around content of shared interest and through a common portal (or platform). Among teachers, some of the largest affinity spaces may be those organized around hashtags on Twitter: These spaces are public, largely unmoderated, and thriving, yet very little is known about them, especially those based in geographical areas such as American states. This paper examines these potential affinity spaces by providing the first large-scale study of them in the form of an examination of 47 State Educational Twitter Hashtags (SETHs). Collecting over 550,000 tweets over 6 months, our analysis focused on who is participating in SETHs, how active participants are, and when participation occurred. We found support for two of Gee’s tenets of affinity spaces, in particular many interactions through a shared portal. Though the content of tweets were not the focus, this study’s findings lend support to efforts to identify which particular SETHs will be best suited to subsequent analysis of their content and what times subsequent analysis might most productively focus on. We discuss implications for how we conceive of teacher professional development and suggest directions for future research focused on the content of tweets associated with SETHs.
For all intents and purposes: Twitter as a foundational technology for teachers
Twitter is increasingly accepted as an important educational technology and has been shown to serve a range of purposes. In fact, this variety suggests that Twitter has the potential to serve as a foundational technology: one capable of supporting teachers’ learning across multiple formal and informal contexts. To explore this possibility, we examined the purposes that Twitter serves in one educational technology graduate program. We collected over 9000 tweets containing any of 12 program-related hashtags and coded a sample of them to describe the purposes they served. This resulted in six themes: contribute to disciplinary conversation, engage with disciplinary conversation, build community, make connections with other communities, ask for and provide support, and unclear or irrelevant purpose. These themes—and the varied contexts they were associated with—suggest that Twitter serves as a foundational technology in this program and has the potential to do so in other educational communities.
Affordances and constraints of analog games for ethics education: Dilemmas and dragons
Today’s students face a wide range of complex moral dilemmas, and games have the potential to represent these dilemmas, thereby supporting formal ethics education. The potential of digital games to contribute in this way is being increasingly recognized, but the author argues that those interested in the convergence of games, ethics, and education should more fully consider analog games (i.e., games without a digital component). This argument draws from a qualitative study that focused on the use of an analog roleplaying game in an undergraduate activity that explored ethical issues related to politics, society, and culture. The results of this study are examined through an educational technology lens, which suggests that games (like other educational resources) afford and constrain learning and teaching in certain ways. These results demonstrate that this game afforded and constrained ethics education in both ways similar to digital games and ways unique to analog games.