300 research outputs found

    A Connective Ethnography of Peer Knowledge Sharing and Diffusion in a Tween Virtual World

    Get PDF
    Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread across a group of tween players ages 9ā€“12 years in an after-school gaming club that simultaneously participated in a virtual world called Whyville.net. In order to understand how this practice proliferated, we followed the club members as they interacted with each other and members of the virtual world at large. Employing connective ethnography to trace the movements in learning and teaching this practice, we coordinated data records from videos, tracking data, field notes, and interviews. We found that club members took advantage of the different spaces, people, and times available to them across Whyville, the club, and even home and classroom spaces. By using an insider gaming practice, namely teleporting, rather than the more traditional individual person as our analytical lens, we were able to examine knowledge sharing and diffusion across the gaming spaces, including events in local small groups as well as encounters in the virtual world. In the discussion, we address methodological issues and design implications of our findings

    Knowing and Throwing Mudballs, Hearts, Pies, and Flowers: A Connective Ethnography of Gaming Practices

    Get PDF
    Little is known concerning how young players learn to participate in various activities in virtual worlds. We use a new integrative approach called connective ethnography that focuses on how a gaming practice spread across a network of youth at an after school club that simultaneously participated in a virtual world, Whyville.net. To trace youth participation in online and offline social contexts, we draw on multiple sources of information: observations, interviews, videos, online tracking and chat data, and hundreds of hours of play in Whyville ourselves. One gaming practice ā€“ the throwing of projectiles and its social uses and nuances ā€“ became the focal point of our analyses. The discussions address the methodological challenges underlying the synthesis of diverse types of data that allowed us to follow youth across multiple spaces as well as initial insights into how this practice was used to negotiate relationships in multiple spaces through play

    Diving deep into digital literacy:emerging methods for research

    Get PDF
    Literacy studies approaches have tended to adopt a position which enables ethnographic explorations of a wide range of ā€˜literaciesā€™. An important issue arising is the new challenge required for researchers to capture, manage, and analyse data that highlight the unique character of practices around texts in digital environments. Such inquiries, we argue, require multiple elements of data to be captured and analysed as part of effective literacy ethnographies. These include such things as the unfolding of digital texts, the activities around them, and features of the surrounding social and material environment. This paper addresses these methodological issues drawing from three educationally focused studies, and reporting their experiences and insights within uniquely different contexts. We deal with the issue of adopting new digital methods for literacy research through the notion of a ā€˜deep diveā€™ to explore educational tasks in classrooms. Through a discussion of how we approached the capture and analysis of our data, we present methods to better understand digital literacies in education. We then outline challenges posed by our methods, how they can be used more broadly for researching interaction in digital environments, and how they augment transdisciplinary debates and trends in research methods

    Coding by Choice: A Transitional Analysis of Social Participation Patterns and Programming Contributions in the Online Scratch Community

    Get PDF
    While massive online communities have drawn the attention of researchers and educators on their potential to support active collaborative work, knowledge sharing, and user-generated content, few studies examine participation in these communities at scale. The little research that does exist attends almost solely to adults rather than communities to support youthsā€™ learning and identity development. In this chapter, we tackle two challenges related to understanding social practices that support learning in massive social networking forums where users engage in design. We examined a youth programmer community, called Scratch.mit.edu, that garners the voluntary participation of millions of young people worldwide. We report on site-wide distributions and patterns of participation that illuminate the relevance of different online social practices to ongoing involvement in the online community. Drawing on a random sample of more than 5000 active users of Scratch.mit.edu over a 3-month time period in early 2012, we examine log files that captured the frequency of three types of social practices that contribute to enduring participation: DIY participatory activities, socially supportive actions, and socially engaging interactions. Using latent transition analysis, we found (1) distinct patterns of participation (classes) across three time points (e.g., high networkers who are generally active, commenters who focus mainly on social participation, downloaders engaging in DIY participatory activities), (2) unique migration changes in class membership across time, (3) relatively equal gender representation across these classes, and (4) importance of membership length (or age) in terms of class memberships. In the discussion, we review our approach to analysis and outline implications for the design and study of online communities and tools for youth

    Descriptions of Sampling Practices Within Five Approaches to Qualitative Research in Education and the Health Sciences

    Get PDF
    Although recommendations exist for determining qualitative sample sizes, the literature appears to contain few instances of research on the topic. Practical guidance is needed for determining sample sizes to conduct rigorous qualitative research, to develop proposals, and to budget resources. The purpose of this article is to describe qualitative sample size and sampling practices within published studies in education and the health sciences by research design: case study, ethnography, grounded theory methodology, narrative inquiry, and phenomenology. I analyzed the 51 most highly cited studies using predetermined content categories and noteworthy sampling characteristics that emerged. In brief, the findings revealed a mean sample size of 87. Less than half of the studies identified a sampling strategy. I include a description of findings by approach and recommendations for sampling to assist methodologists, reviewers, program officers, graduate students, and other qualitative researchers in understanding qualitative sampling practices in recent studies

    The Ethics of Play and Participation in a Tween Virtual World: Cheating Practices and Perspectives in the Whyville Community

    Get PDF
    Much attention has been paid to young peopleā€™s increased participation in digital publics and its potential impact on their development and learning. However, few studies have examined the ethics in online play and their interactions as a critical aspect in the development of youth digital culture. In this paper we turn to the issue of cheating, a widely accepted practice in many online communities, including Whyville.net, a virtual world with over 5.5 million registered players ages 8-16. Our analyses focused on culturally-relevant examples such as player-written articles on cheating and player-produced YouTube cheating videos associated with Whyville from 2000 to 2016. The findings reveal that cultural concepts like cheating are embedded and transformed in the context of youth digital interactions, productions, and reflections. In the discussion, we address implications of these findings for engaging youth with ethics in online gaming communities

    Are We There Yet? Data Saturation in Qualitative Research

    Get PDF
    Failure to reach data saturation has an impact on the quality of the research conducted and hampers content validity. The aim of a study should include what determines when data saturation is achieved, for a small study will reach saturation more rapidly than a larger study. Data saturation is reached when there is enough information to replicate the study when the ability to obtain additional new information has been attained, and when further coding is no longer feasible. The following article critiques two qualitative studies for data saturation: Wolcott (2004) and Landau and Drori (2008). Failure to reach data saturation has a negative impact on the validity on oneā€™s research. The intended audience is novice student researchers

    How to Conduct a Mini-Ethnographic Case Study: A Guide for Novice Researchers

    Get PDF
    The authors present how to construct a mini-ethnographic case study design with the benefit of an ethnographic approach bounded within a case study protocol that is more feasible for a student researcher with limited time and finances. The novice researcher should choose a design that enables one to best answer the research question. Secondly, one should choose the design that assists the researcher in reaching data saturation. Finally, the novice researcher must choose the design in which one can complete the study within a reasonable time frame with minimal cost. This is particularly important for student researchers. One can blend study designs to be able to use the best of each design that can mitigate the limitations of each as well. The authors are experienced ethnographers who currently chair dissertation committees where a student has chosen a mini-ethnographic case study design
    • ā€¦
    corecore