Find me at the conference and say hello!
Three of my proposals were accepted for presentation at the Society for Information Technology and Teacher Education (SITE) International Conference in Jacksonville, FL. I’d love to connect with any of my readers who are also going to SITE. This will be my first time. I’ll be presenting a poster session, a brief paper, and participating in a roundtable. They extended their deadline and I submitted two more papers on gaming that I hope to get approved (I got one more accepted!).
Here is my current schedule for the conference: (All times are Eastern Standard Time.)
1. Poster Session: The Electronic Village Online, An Open-source, International Collaboration for Professional Development, March 19, 2014 at 5:30-7:00 P.M.
2. Roundtable: How to Make Your Online Course More Accessible, March 20, 2014 at 11:15 A.M. to 12:15 P.M.
3. Brief Paper: Effective Online Communication in Higher Education, March 21, 2014 at 11:55 A.M to 12:15 P.M.
4. Brief Paper: Massive Multiplayer Online Role-Playing Games for Language Learning, March 20, 2014 at 3:20-3:40 P.M .
I hope to see you there! Student member rates are $165 before Febuary 12th. If not, I’ll post my handouts and photos on Padlet like I did for MSERA.
What will I research for my dissertation? Since there’s a lack of K-12 research on educational gaming, I want to address this important vehicle for instruction. Besides, gaming as an instructional strategy is a hot topic now. I’ve blogged about the empirical evidence of how gaming improves vocabulary development. See Gaming as an Instructional Strategy for Language Learning.
Here’s a list and brief description of the five types of qualitative research with examples of possible gaming studies:
- Case Study- This looks at a particular situation known as a bounded system. For instance, a researcher could study a class or grade level’s use of a particular educational game. Educational case studies serve as examples of a particular tool or strategy.
- Ethnography- This studies the culture and beliefs of a people. For example, a researcher could study the children’s games particular to the Choctaw Nation by focusing on the attitudes, material used, practices, and values associated with their game play. A best practice is to include someone from within the target population on your research team. Educational researchers engage in ethnography studies that relate to learning.
- Grounded Theory- This is an exploratory research study that inductively generates a theory based on data collection. One could collect data on teachers who use gaming with children for instructional purposes and postulate a theory on the type of teacher who is most likely to use gaming in the classroom. This is a type of action research that is ongoing. Each new study could develop into more ideas for inquiry based on the previous patterns observed.
- Historical- This is also called narrative research. It’s a chronological study of the accounts of a particular concept. For example, one could study the historical use of computer-based gaming for educational purposes in primary schools. Historical studies can begin where others have left off, or perhaps revisit past accounts for new revelations.
- Phenomenology- This is basically the study of a particular phenomenon. A researcher could capture teachers’ responses to well-designed educational games by having the teachers experience the game itself (not just read or hear about it). Then describe their experience through descriptive analysis.