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Etec 500 - Assignment 2 1
Etec 500 - Assignment 2 1
Analysis and Critique of a Qualitative Study on the Use of Digital Games in the Classroom
Shawna Jensen
Study Overview
In this study by Colleen Stieler-Hunt and Christian M. Jones, the researchers used
qualitative methods to find out what teachers’ attitudes were to the use of digital game-play
(DGP) in their classroom. Digital games are classified in this category as video games that can
be played on "home and handheld consoles, PC games, web-games, mobile phone games and
games such as alternate reality games that blend the analogue and digital worlds'' (Stieler-Hunt
and Jones, 2015, sec. 1). Many teachers avoid using DGP as they do not see how they can be
used to engage their students in the core competencies and content. But a fair number of
teachers, whether it is through being a gamer themselves or seeing the impacts they have on their
children, see potential in using DGP in the classroom to achieve learning goals. The purpose of
the study is to answer the question, what are the reasons that teachers choose to incorporate
The most significant studies linked to this research are Becker (2007) and Bourgonjon et
al. (2013). Becker (2007) discusses game-based learning and how all games can be used to teach,
but also identifies where using games can be difficult to use in the classroom. Bourgonjon et al.
(2013) conducted a study much like this one, identifying the acceptance of games in the
classroom by teachers but it was done so on a larger scale and only with secondary teachers. A
compelling idea is that digital games could be the next best learning tool if adopted effectively
and accepted by teachers using them. This study was greatly building on the findings of
Bourgonjon et al. (2013), which only focuses on secondary school teachers, by interviewing
educators from different learning environments. They consider their work to be a response to the
“call for qualitative research” (Stieler-Hunt & Jones, 2015, sec. 1) for a study previously
Research Design
The most significant construct for this study (and also discussed by previous research
studies) was positivity towards the use of technology, that was built on by the use of DGP.
Positivity towards the use of technology includes, but is not limited to, being able to find
meaningful links between class content and DGP, having had a positive experience with DGP, or
having personal interest in DGP outside of classroom use. The study was qualitative as all data
gathered was through 1-2 hour interviews with teachers who had experience with using DGP in
the classroom. This was also non-interventional as all information was collected without
problem-based, leaning towards action research, because of its attempt to improve learning and
engagement by considering the impressions of teachers who have used DGP in their own
practice.
Thinking Approach, this study is correlational research because the participants interviewed are
looked at individually and then similar connections are drawn based on their experiences (p.
324). It would also be classified as group research since it does not focus on one particular
subject or age range in education. This research would also be classified as descriptive because it
describes the characteristics of a group but there is no generalizing or testing involved (Suter,
2012, p. 331). The control procedure put in place by the researchers was computer-assisted
qualitative data analysis software. Interviews were audio recorded, transcribed and then
analysed all using nVivo. This eliminates the chance of human error transcribing during an
interview.
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The research sample was created using theoretical sampling “with the intent to answer
questions we had about concepts emerging from analysis of the existing data” (Stieler-Hunt &
Jones, 2015, sec. 2). The sample size was relatively small, with only 13 participants being chosen
and interviewed. Participants were at different points in their careers and from a variety of
educational settings, but all based in Queensland, Australia. Since they were largely building on
the research done by another study (Bourgonjon et al., 2013), and by the nature of using
Theoretical Sampling (Corbin and Strauss, 2008, as cited in Stieler-Hunt and Jones, 2015,
sec. 2) to guide them, they were able to complete their research with a smaller sample size.
With this being qualitative study, we have to determine the trustworthiness of the study
achieved through a very detailed analysis of their findings and its application to its potential use
in the classroom given that teachers show an interest in incorporating DGP. The findings in this
study could be used to help convince people that DGP can provide for a very useful learning
tool. Second, the researchers make this study dependable with their nVivo Computer-
Assisted Qualitative Data Analysis Software to attribute numerous types of coding to analyse
the data in the interviews. The study also seeks to produce an unbiased interpretation by
collecting data from their participants about their colleagues’s responses to their use of DGP
in the classroom. By providing this contrast, the researchers are making sure to note that
DGP will not work in all classrooms as there are many educators who do not believe that it
would be useful or, most likely the case, fit into their teaching styles. These three parts, as
well as simple and clear models to display their findings to draw their conclusion, work to
make this study credible based on Miles and Huberman (1994, pp. 11–12) on qualitative
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analysis. Having met several requirements and being very detailed in their analysis, this
An alternative hypothesis that could arise by this study is that only teachers who are in a
school environment with plenty of resources and support can effectively incorporate DGP in the
classroom no matter their enthusiasm for the use of DGP. The study made sure to incorporate
teachers from all socio-economic backgrounds to contribute, including one teacher who was
from a certain group of schools known for their “low socio-economic status and lower literacy
and numeracy levels,” (Stieler-Hunt & Jones, 2015, sec. 3.1) based on Australian Government
statistics from 2014. The study also makes note that resources related to DGP are not
abundant and can be very difficult to get a hold of, therefore insisting that all teachers can
run into issues incorporating DGP in the classroom. It could also be argued that they were
biased towards teachers who have used DGP and had a positive experience with it since they
did not include those who have used it and had a negative experience with DGP. It is
suggested that these teachers need to be given the opportunity to experience DGP in the
classroom more successfully and positively. But since the idea is so broad and includes many
other factors, such as creating connections to content and troubleshooting technology, they
did not elaborate extensively aside from saying the main area for focused improvement
The data, acquired through interviews, was collected using nVivo and used a wide
variety of coding to produce resulting patterns that were then analysed further by the
researchers. Through the interviews and analysis of that data, they came to the conclusion
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that the teachers who use DGP in the classroom could be classified as believers. The study
defines a believer as “a person who is persuaded that using DGP in the classroom can be
beneficial for learning” (Stieler-Hunt & Jones, 2015, sec. 3). Key themes and relationships were
drawn up by the researchers and displayed in a web map to more easily depict the process of
becoming a believer. The process is unique to all individuals and so there are many branches that
eventually lead to being a believer. Each area of the web is then discussed using experiences of
The big ideas in this relate greatly to creating meaningful connections and the value of
games, but one of the large pieces is personal experience with games. Teachers who classified
themselves as gamers provided a good understanding of game mechanics and being able to
who watch and take part in their childrens’ gaming experiences are able to see the benefit of
DGP in learning and do their best to try and make those connections in the classroom as well.
This would be considered a major finding as it plays a large part in why teachers attempt to use
In the body of the discussion of the study, there are several important parts highlighting
what they found from their interviews. A lot of the discussion is in relation to success, value and
enjoyment from using DGP in the classroom for both students and the educator, whether the
learning experience is created by the teacher themselves or from having another teacher invite
them to try their DGP experience. Much like what is discussed previously, there are also links to
having personal experience with DGP which sways attitudes towards using it, but using this
means of teaching creates a divide between DGP educators and their non-DGP colleagues. They
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also use Rogers’ (2003) Diffusion of Innovations theory to briefly highlight the potential for
E.M. Rogers’ Diffusion of Innovations theory is a theoretical theory that this study
discusses in some detail. The theory explains how an idea or product can gain momentum
over time and eventually spread, or diffuse, through a system. The theory consists of five
adopter categories, which are all impacted by five factors for adoption. The five adopter
categories are innovators, early adaptors, early majority, late majority and laggards. The five
(LaMorte, 2009). The study does not specify which stage that it believes DGP to be in at this
point for diffusion into classrooms, but it does address the five factors and the obstacles in
the way of these factors contributing to adaption by the general education community. This is
a very fitting theme to consider since the goal is to find out how they can encourage more
people that DGP can have a significantly positive impact on how students learn in the
classroom.
The conclusion focuses greatly on the attitude of the teachers towards DGP and that
being the greatest piece to making DGP more mainstream in education. This study greatly
backs the idea that the use of DGP occurs when the teacher/educator has had a lot of positive
experience with it, but it also comes to question whether having DGP is useful in general
practice or if it is only for those who want to use it. In other words, can DGP be effective in the
classroom even if the teacher is not a “believer”? While they did not interview anyone who
would have fit into the criteria of “non-believer”, they did speculate that there are ways to
encourage DGP through positive experience and providing a meaningful learning experience.
The study also includes that not all teachers need to be believers to incorporate DGP in the
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classroom, though it does make it easier since believers often seek out the technology and
Overall, this study has been thorough in their analysis of their data and were careful to
cover many of the areas where they could have been criticized. At the end of their study they
also do address the limitations to their study, which are sample size and limited location of
research. That said, they were still able to achieve the purpose of the study, which was to
discover the reasons that teachers choose to incorporate digital game-play in their classrooms.
While there are surely more reasons for why teachers adopt DGP in the classroom, they were
satisfied by what they discovered to look forward to the direction that further research and
professional development can go on the road to seeing DGP more commonly incorporated in the
classroom.
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Kendall’s feedback was very helpful as it went over a lot of the small places (that are
very big problems to have, like in referencing) which I had overlooked or did not consider
well enough. It directed my attention to fix those right away to tighten up my analysis.
Jennie discussed places that she felt were confusing in the analysis, where an
additional definition would be helpful to explain an area that was less clear. This was really
helpful for me to go back to clarify those areas with additional information or add a reference
Study Analysed
Stieler-Hunt, C., & Jones, C. M. (2015). Educators who believe: Understanding the enthusiasm
of teachers who use digital games in the classroom. Research in Learning Technology, 23.
https://doi.org/10.3402/rlt.v23.26155
References
Becker, K. (2017). Digital game-based learning: Learning with games. In: Choosing and using
https://doi-org.ezproxy.library.ubc.ca/10.1007/978-3-319-12223-6_2
Bourgonjon, J., et al. (2013). Acceptance of game-based learning by secondary school teachers.
LaMorte, W. W. (2009, September 9). Diffusion of innovation theory. Boston University School
of Public Health.
https://sphweb.bumc.bu.edu/otlt/MPH-Modules/SB/BehavioralChangeTheories/Behavioral
ChangeTheories4.html
Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook
Rogers, E. M. (2003). Diffusion of innovations (5th ed.). The Free Press, New York, NY.