39,992 research outputs found

    Using specialist software for qualitative data analysis. [Closing seminar]

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    This paper is divided in four parts. The first part provides some background information on the analysis of non-numerical data, specifically the content analysis of text, including approaches such as ‘grounded theory’ and ‘recursive comparative analysis’. In the second section, the use of computers for qualitative data analysis is discussed, with particular reference to its general advantages and misconceptions. The third section outlines the possibilities of some specialist software programmes for qualitative data analysis (NVivo and MAXqda). Finally, an example of the use of specialist software in a recently completed research project funded by the ESRC Teaching and Learning Research Programme is examined

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    Meaningful Categorisation of Novice Programmer Errors

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    The frequency of different kinds of error made by students learning to write computer programs has long been of interest to researchers and educators. In the past, various studies investigated this topic, usually by recording and analysing compiler error messages, and producing tables of relative frequencies of specific errors diagnostics produced by the compiler. In this paper, we improve on such prior studies by investigating actual logical errors in student code, as opposed to diagnostic messages produced by the compiler. The actual errors reported here are more precise, more detailed and more accurate than the diagnostic produced automatically

    Learning Through Rich Environments

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    Research into games in education most frequently expresses itself in the form of noting that games interest and motivate, and that we might therefore find the learning process improved if we were to use games as a vehicle for the delivery of learning content. We do not wish to take this approach, but to analyse what it is that makes games interesting and motivating and apply this in the context of designing learning scenarios. Many papers propose taxonomies of game style and criteria for good game design, tending to list good ideas and observed issues, but meeting difficulties when trying to generalise. We review some of the more important contributions in the area, and distil these into models to help us understand what's involved by defining the concept of a “Rich Environment.” We conclude with an example of how these models may be applied to the design of a learning environment

    Using software to tell a trustworthy, convincing and useful story

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    This paper discusses the potential of specialist software to develop category construction in qualitative data analysis and considers how the uses of software may best be reported to substantiate researchers’ claims. Examples are examined from two recent projects: a consultation of pupil’s perceptions of assessment for learning strategies and an exploratory enquiry on employing music as a tool for inclusion in post-conflict Northern Ireland. From this experience, a number of suggestions on how to support the researchers’ claims are made and a model of knowledge generation is put forward. Some of the practical implications outlined are discussed within the context of social research, but it is acknowledged that the suggestions also apply to any field in which knowledge is generated from qualitative data

    Teaching programming using computer games: a program language agnostic approach

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