Below are posts associated with the “publication” type.
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.
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.