Professional Documents
Culture Documents
Kathryn Donahue
Drexel University
EDAM 528
level course in New Media Literacies, invites educators to experience learning strategies
designed to address and leverage learner variability, pairing two approaches: learnercentered design and scaffolding for self-organization.
Key Research Questions
How can new media be leveraged to improve educational practice?
How can learning be scaffolded to address and leverage learner variability?
How can these strategies migrate to other educational contexts and environments?
Anticipated Benefits
Benefit to participants is the opportunity to experience an activity designed for
learner variability and to reflect on the activity as learners and as educators. Benefit to the
researcher is an opportunity to explore current research in the design-based educational
research paradigm, and apply these new understandings to the design of an activity that
serves a pilot study of learning strategies for further research in the context of a doctoral
program. The researchers long-term goal is to engage in research that addresses learner
variability, along the novice to expert continuum, across higher education, K-12
classrooms and professional learning environments. Situating adult learning in
representations of practice (Fishman & Davis, 2006) provides opportunity for development
of intuitive understandings and beliefs about knowledge, learning and intelligence (Greeno,
1989).
Methods
Participants
Participants in the study are graduate level education students in a course that
investigates 21st century literacies and explores how new media are changing the
Learner analytics from instructional video. Prior to the entering the, immersive 3D
environment, learners will be provided with an interactive video created in the WireWax
Studio (wirewax.com). Appendix B provides a screenshot of anonymous learner analytics,
generated through viewing the video and clicking the interactive tags for selection of
additional viewing content. The researcher will apply a mixed methods approach to
analysis, quantifying learner activity within the videos based on metrics in addition to
qualitative analysis of specific content choice (an overview is provided in Appendix B).
Learner created artifacts. Learners will produce screen capture artifacts of activity
within the 3D immersive environment.
Course Discussion Boards. Discussion boards before, during and after the activity of
are of interest to the researcher to determine when themes emerge and whether the
themes that emerge that emerge in the context of the study and applied to later course
activity. Discussion board prompts will be provided during the activity period.
Participant Interviews. Participant interviews will be developed during qualitative
analysis of the materials above, to assist the researcher in clarification of learner
perceptions and attitudes related to the research.
Validity and Reliability
Although the researcher will draw on a variety of studies that employ design-basedresearch for coding and evaluation methods, Techniques to Identify Themes (Ryan and
Russell, 2003) will serve as a guideline for selection of specific field methods and
subsequent attention to practices related to validity and reliability. The researcher has
applied grounded theory to the coding of text in documents in previous action research;
however, as the coding in this study will be much more complex, the researcher will look to
the guidance in this article in matching techniques to texts and types of artifacts.
In their discussion of techniques for the identification of themes in qualitative
research, Ryan and Russell (2003) suggest that qualitative researchers can support validity
by bringing transparency to their process of theme identification. Reliability is addressed
by employing more than one evaluation technique addressing agreement across
techniques.
Potential Limitations
The steep learning curve for some or all of the participants in addressing the
embedded tasks and skills in the project presents the possibility that the particular group
of students may lack the expertise to complete the project independently. As is customary
in the design-based research paradigm, the researcher will take an active role with
participants. The researcher is available to bridge learners skill gaps enable a level of
participation that is commensurate with learners interests and skills. This level of
intervention by the researcher would not compromise the study, as the goal is the iterative
design of an activity framework that supports agency for novice learners, and the
researcher will not assessing skill development outcomes. High levels of need for support
could enhance rather than compromise the study, as learners would have opportunity for
authentic experiences as novices in a group learning activity and to reflect on the
legitimacy of learning in that context.
Ethical Considerations
October
November
Implementation
Review of Discussion boards Review of Discussion boards
Collection, review and
analysis of data
Mixed Methods Review
Mixed Methods Review
Written Submission of
Results
References
Barab, S. & Squire, K. (2004) Design-Based Research: Putting a Stake in the Ground, Journal
of the Learning Sciences, 13:1, 1-14, DOI: 10.1207/s15327809jls1301_1
Gee, J. P. (2003). What Video Games Have To Teaching Us about Literacy and Learning. New
York: Palgrave Macmillan.
Greeno, J. G. (1989). A Perspective on Thinking. American Psychologist, 44(2), 134-141.
Kereluik, K., Mishra, P., Fahnoe, C., & Terry, L. (2013). What knowledge is of most worth:
teacher knowledge for 21st century learning. Journal of Digital Learning in Teacher
Education, 29(4), 127+.
Meyer, A., & Rose, D. H. (2014). Changes in Theory and Practice of UDL. Universal design for
learning: theory and practice. Wakefield, MA: CAST Professional Publishing.
Ryan, G. W., & Bernard, H. R. (2003). Techniques to Identify Themes. Field Methods, 15(1),
85-109. doi: 10.1177/1525822x02239569
Appendix A
Technology
Video
scenarios
With
embedded
WireWax/
Activity Theory/
Interactive
links
Learner-centered
Quantitative
Qualitative
User analytics
User feedback
via discussion
board and
surveys
Anchored
Instruction
Quantitative
Qualitative
User analytics
User feedback
via discussion
board and
surveys
Collaborative
Knowledge
Construction
Quantitative
Qualitative
User analytics
User analytics
Qualitative
Discussion
board
reflection and
surveys
Reflection-inAction
Reflection-onAction
Design
ThingLink
Second Life
Activity Theory
Legitimate
Peripheral
Participation
Effects of
Technology
Analysis of
ethnographic
artifacts
Appendix B
WireWax Interactive Video Tagging and Learner Analytics
Learner analytics provide metrics on total views, total viewers, interactions (clicks and
mouse rollovers), interaction rates, average interactions per viewer, and engagement time
(see below).
Appendix C
Online Sign-up Board for Second Life Field Trips to General Regions
Tasks
(Suggest
additional
locations)
International
Space Museum
at Spaceport
Alpha Island
Research in
advance to
identify areas of
interest
Visit location in
advance to
support
navigation to
areas of interest
Video screen
capture during
trip
Edit and post
screen capture
Narrate and
post screen
capture
Other
Note: General regions are areas where you should feel free to say and do things that you
would be comfortable saying and doing in front of your grandmother or a grade school
class. Institutions such as universities, conference organizers, and real world businesses
may wish to designate their regions as General. Likewise their users (and others) may wish
to employ Second Life's General search setting to focus and filter search results
appropriately.
http://community.secondlife.com/t5/English-Knowledge-Base/Maturity-ratings/tap/700119#Section_.1.1