Professional Documents
Culture Documents
Christy Bebeau
Abstract
Note for Janet: This is a strategy that arose from a strategy! (How meta). As I was reviewing
this I realized this was the product of a teaching assignment from you! You assigned us to
develop a lesson plan (and that’s the big idea). My “strategy” was a result of that.
the stuff below is a start. I need the rest of the paper completed before I can write a good
abstract:
First, I describe how I found inspiration in the extant literature for the foundation of her
I also explain how I extended the lesson presented in Waite’s article. First I added student
instructions to record their sorting process to simulate researcher journaling and reflect on its
importance to the audit trail. Then, to demonstrate how the theoretical frameworks
researchers select to support their qualitative inquiries might influence how they analyze data, I
created my own “Taxonomy of Card Sorting” (Figure 1.) and asked students to use it to guide
their card sorting. I made a deliberate decision to embed ambiguity into the taxonomy so
students would have to make decisions based on their own interpretations, mimicking authentic
methods. Finally, I describe how I modified the lesson for an online environment and my
impressions about differences in teaching (it needs to be shorter… or send students the first
interactive lessons created by those more experienced and then shape those lessons for their
Introduction
research methodology and use it to teach to a small group of doctoral students in a Qualitative
perceptions and observations of how the doctoral students received it and insights I gained
In the Winter 2020 semester, I (Christy) enrolled in the College of Education’s inaugural
Qualitative Methods Pedagogy course for doctoral students. We began the course by “coming
what we embrace as our epistemology, ontology, and theoretical orientations about teaching
and learning” (course syllabus). Through dialogue and reflexive exercises, I discovered myself to
be a pragmatic social behaviorist (see Garrison, J., 1995), an epistemology which provides
“social constructivism with a general theory of meaning making taken literally in terms of a
culture’s language, tools, and forms of labor” (Garrison, 1995, p. 721). I place importance on
the use of language to build knowledge, combine it with hands-on educational manipulatives,
and foster a community of practice where “groups of people who share a concern or passion
for something they do and learn how to do it better as they interact regularly” (Wenger, 2011,
pg 1).
One of our assignments was a peer microteaching (Sen, 2009) activity where we would
each develop a lesson plan focused on an aspect of qualitative research methodology and use it
class. “A lesson plan organizes what a teacher will do and say during teaching sessions”
“Near-peer teaching is the phenomenon whereby senior trainees teach more junior
trainees. Under this teaching modality, students are instructed by students who are one or
more classes ahead of them” (Bulte, Betts, Garner, and During, 2007). Students may feel more
comfortable in a learning environment with a near peer role model since, ,there is less student
competition and “the mastery of their near peers is more achievable and easy to replicate”
(Singh, 210, p.50). Additionally, Blute, Betts, Garner, and Durning (2007) reported students with
near-peer teachers believed because the near-peer teacher was closer to their own levels of
experience, the near-peer teacher could “explain difficult topics at an appropriate level”,
“would take more time to explain concepts”, and create a “safe atmosphere to raise questions
I knew I wanted my lesson to follow social constructivist tenets both because this was a
requirement of the assignment and because I seek to be an “agent between my students and
the curricula” and “to merge agendas and bring the two together in a way that is meaningful for
the learner without diminishing the curriculum” (Watts & Jofili, 1998, p. 175). Thus, I wanted to
promote social interactions to enhance students’ levels of engagement and to allow them to
employ qualitative methods frequently have trouble identifying and using theoretical
framework and understanding its pervasive effects on the process of conducting qualitative
research” (page..?? it’s online, so I don’t know). Furthermore, as the Qualitative Methods
Course #1 is the first of a two-course sequence, its students do not focus on data analysis;
students defer extensive practice with data analysis until the second semester. Instead, the
instructor introduces the ideas behind data analysis with the learning objective: “Begin to
understand how to analyze qualitative data through Constant Comparative Methods” (cite
syllabus). She accomplishes this by having the students read and critique exemplary qualitative
studies and by leading brief discussions about constant comparative methods and reflexive
thematic analysis.
motivator, as students who are having fun seem to be engaged. When I teach – regardless of if
my students are children in K-12 science classes or undergraduates in my geology lab – I find
myself asking them, “Are you having fun?” Yet fun, it turns out, is difficult to define. As Bisson
and Luckner (1998) state, “Only a few authors have taken the time to suggest a definition for
the amorphous concept of fun (pg 108), and from Prensky (2002) we learn there is little
research about fun; in fact, “no language other than English has an exact equivalent of the word
‘fun’.” (pg 7). Still, Prensky writes, “Fun in the learning process creates relaxation and
motivation. Relaxation enables learners to take things in more easily; motivation enables them
to put forth effort without resentment” (pg 8). While fun was elusive, I learned of gameplay,
defined as “all the activities and strategies game designers employ to get and keep the player
engaged and motivated to complete each level and an entire game” (Prensky, 2002, pg 9). I
gravitated to the idea that fun lessons are effective to engage students. I believed I could
Therefore, I decided to deliver my lesson as a game the doctoral students could play.
Still, the game needed to be more than fun; it had to effectively convey a qualitative methods
lesson plan as a game-based presentation about qualitative data analysis and the effects of an
undergirding theoretical framework through which students might interact and engage with
each other and with myself as the teacher to socially construct understandings.
I wondered:
Have other instructors used games to teach qualitative methods? If so, what might I
In what ways might I extend or modify someone else’s game design to make it reflect
my lesson’s objectives?
In what ways might I extend or modify my game design for use in a synchronous, online
class?
In what ways might I perceive teaching through games engages my students and effects
their learning? (Note this is my own perceptions, but I might also ask Janet about
feedback she received). Or what “stood out” as an experienced instructor about the
(Rodriguez,2014, p.1), I turned to the extant literature and found few journal articles about the
use of gaming to teach graduate-level students the skills necessary to be exemplary qualitative
methods researchers. However, those I found were encouraging. Mallette and Saldana (2019)
described the use of a party game they adapted to teach qualitative data analysis. They
concluded, “These games also provide opportunities for qualitative research methods
ways” (pg. 1089), and stated, “Fun is often dismissed in masters and doctoral-level courses and
seminars as a mood that negates the seriousness of the research enterprise. But student
engagement is necessary to maximize learning” (pg. 1089). I took away this message: not only is
it possible to use games to teach qualitative methods research, but also gameplay techniques
are engaging and effective at clarifying abstract analytical processes through metaphors
encapsulated in the games. Another author, Waite (2011) described his lesson plan that uses a
“I take this opportunity to share a pedagogical move – a lesson plan, if you will –
that I developed and have used with some success to introduce graduate
students to the concept of qualitative data analysis, one which, through the use
attention and allows a little respite from the overly cerebral mode of instruction
Waite’s lesson plan was exactly what I was seeking. It used easy to acquire materials
(decks of cards), had very simple rules (shuffle and sort the cards), clear teaching instructions,
and stimulated discussion between students and the teacher. Finally, I believed I could extend
the lesson to teach the impact of an undergirding theoretical framework and still complete the
To prepare for my lesson, I purchased enough decks of cards so each doctoral student
would have a deck. I opened them and sorted them, including “jokers and whatever ‘extra’
cards there were in the pack” (Wait, p. 983), just as Waite’s lesson plan suggested.
Then, when I met with the three doctoral students the Qualitative Methods instructor
assigned to me. I gave each a deck of cards, and following Waite’s lesson plan, I asked the
students to sort the cards, with “no questions, no talking, working independently” (Waite p
983). Giving instructions without the reasoning elicited an emotional response and built
anticipation.
I watched as each student worked with their cards and noted each chose a different
method of sorting. One student sorted the cards into suits. The second student sorted the cards
by color. The third student sorted the cards by numeric value. Only the student who sorted by
color included the extra cards (the jokers) in their sorting algorithm; the other students set
them aside in their own piles. When the students finished, as directed by Waite’s lesson plan, I
explained the unsorted cards represented qualitative data and the decisions they themselves
made when sorting brought order to the data. I was pleased and bolstered since the results of
my students’ initial card sorts were in line with the results Waite reported.
Then, again implementing Waite’s plan, I directed the students to shuffle their cards and
sort them differently. The first sort made the students aware of the ambiguity caused by the
extra cards. This presented a learning opportunity I had not planned, but as lesson plans are
“living artifacts that can evolve” (Rodriguez, 2014, n.p.), I modified mine and deviated slightly
from Waite. I asked the students to keep notes concurrently with their sorting processes so
they could explain the decisions they made. I wanted the students to reflect on their decisions
and to record their processes as if data synthesis notes for a confirmability audit trail (Lincoln
and Guba, 1985). I wondered: would they be able to describe how they arrive at their sorted
card decks? Would they document the decisions they made about the “extra” cards – the
After their second sort was complete, I asked each student to explain their sorting
techniques. I asked them specifically to describe the decisions they had to make about
“ambiguous data” that might not fit neatly into the sorting sequence. Waite refers to this as
I was pleased the students referenced their notes as they explained their processes and
shared their results. I explained taking notes concurrently with sorting represented researchers’
decisions made throughout the research process” (Meyer and Willis ,2019, p 583-584). We
discussed how such notes improve verisimilitude. Feldman (2007) advises action researchers,
“There are multiple stories that can be told from the same data and experiences. However, if
we are to ask whether our research is valid, we need to demonstrate why our narrative(s) are
more truthful than the other possible narratives. Therefore, it is important for action
researchers to provide clear and detailed descriptions of how their narratives were constructed
from the data (pg 30). This is sage advice for all qualitative researchers who strive for credibility
The students asked each other questions to clarify the different sort sequences; they
were engrossed in the cards-represent-data analogy and immersed in the game. I recall the
students nodding in agreement and understanding they began to understand the concept of
researcher as instrument. Each arrived at a different sorting sequence because each employed
their own experiences to bring meaning to the data; a concept important to novice qualitative
From student interactions and our discourses, I believed they gained an appreciation for
the abstract concept of data analysis by looking for common patterns in the data. Further, they
experienced the importance of journaling to answer challenges about the patterns they caused
to emerge. Most importantly, they saw that each sorting pattern was a legitimate truth based
on the individual choices made by the researcher and is influenced by the researcher’s values
(Laverty, 2003).
As Waite asserted in his article’s conclusion, not only were my students able to
understand discrepant case analysis, but they found analogies to other qualitative research
concepts: the researcher as the instrument of the research and confirmation bias. Additionally,
my small modifications to Waite’s game rules allowed the students to experience reflexive
journaling and how it helps with data verisimilitude and the audit trail.
theoretical framework on the outcomes (the patterns that emerge from the students’ sorts), I
created a theory the students would refer to during a third round of card sorting, Christy’s
Taxonomy of Card Complexity and Higher Order Thinking (Figure 1.). As I worked with students,
I noticed they – regardless of their national origin – were familiar with Maslow’s Hierarchy of
Needs, so I used this ubiquitously understood theory as a conceptual metaphor (Hogan, 2014)
when I tutored students. Therefore, when I created my own theory for this lesson, I used a
familiarity with Maslow’s model to enable their understandings of mine. I created a framework
analogous to Maslow’s in the hope the familiar base domain might cue my students’
schema to order any card based on its suite, color, or numeric value: criteria on the bottom of
the pyramid was on a lower level of complexity than the category above it; any even red card
would fall in the lowest level of card complexity, while any ace would be at the highest level. I
built ambiguity into my hierarchy so students would need to make their own decisions about
how to handle discrepant cases. For example, a red eight could be placed in either the lowest
I printed and distributed one copy of the taxonomy to each student. I referenced
Maslow’s Hierarchy of Needs and called their attention to the similarity in my taxonomy. I gave
them a few minutes to look over the taxonomy then reviewed it with them. I told the students
they would sort the deck of cards again, but this time they would sort according to the
undergirding theory. Additionally, I asked them to journal how they made decisions.
I noticed the students took longer to sort their cards. As soon as they encountered
ambiguity, I noticed them pause to think, decide on the category placement, and record their
decisions in their journals. When all the students were finished with their sorts, I asked them to
compare each other’s sort outcomes. They noticed the cards were sorted into piles that were
more similar than in the first two sort processes. They realized the common theory helped
they handled those cards that might fit in more than one level or that might have been left off
the theory. It was interesting to watch, as they referenced their journaled notes, and either
explained or defend their decisions. Eventually, they acknowledged the decision of their peers
were all valid – so long as the decisions could be explained through the documentation. I
completed the exercise with a facilitated discussion about how the theoretical framework
might influence the a priori questions or might provide insight to possible coding categories.
*** A section must be added about modification for online environment ***
extant literature for teaching ideas. While there are only a few authors who published about
the use of games or gameplay as pedagogy (, those who did show creativity and effective
teaching methods in their lessons. Moreover, their works were inspiring as they demonstrated
how games engage students and enable greater understanding of the abstract processes
pedagogical tool for teaching qualitative methods in a graduate-level course. Those I found
(Mallette& Saldaña, 2019; Waite, 2011) focused on describing their gameplay (the preparation for
play, the rules, their observations of outcomes). Their publications were effective as lesson
plans and likely targeted toward practitioners. I was heartened to find researchers who were
using games to teach qualitative methods as their works provided a foundation for what I
wanted to present in my lesson plan. Further, the amount of details contained in these articles
was sufficient for me to evaluate how I might use them to improve my own pedagogy. The
interactive nature aligned with my epistemology, and I believe working with the card-sorting
I selected Waite’s card sorting game as a basis for my lesson plan because of its
simplicity. It required a deck of cards for each student, had easy to follow rules, and Waite
provided clear directions for use. As Waite designed the game to demonstrate data analysis, I
could use it as published for one of my lesson objectives. Interestingly, while Waite discusses
how his game highlighted the concept of discrepant case analysis, I also found it might reveal
other qualitative research methods tenets: the researcher as the instrument of the research
While my initial lesson plan did not call for the students to record decisions they made
as they sorted the cards, I added these instructions during the teaching session. This ad hoc
modification did not significantly add to the game duration, and was valuable to demonstrate
reflexive journaling, the importance of field notes to verisimilitude, and the concept of an audit
trail.
Adding a third round of card sorting to Waite’s lesson plan - a round in which the
assumed the students would be familiar with Maslow’s Hierarchy of Needs and used it as a
model as I constructed my own imaginary theory. I was able to rely on the parallels between my
hierarchy and Maslow’s to improve the ease with which the students would become familiar
with my theory. I ensured I included some ambiguous sorting directions in the scheme to
enable the students to make their own decisions and reflect on why they made such decisions –
and journal about them. Most importantly, the third round of sorting demonstrated the effect
of a theoretical framework as a guide: the data was more likely to converge – even across
different researchers.
In what ways might I perceive teaching through games engages my students and effects
their learning? – not yet answered; might want Nina’s stuff first
What are the perceptions of my doctoral student participants about the game-based
lesson? – Not yet answers – need Nina’s stuff – OR just delete this question.
While I was naturally drawn to the idea of fun as an educational motivator, I had not
thought to deliberately build games into my pedagogy. While fun seems to be an aspect
researches have eschewed, the concept of gameplay is acceptable as a research subject. Put
more here about what I learned about gameplay… what makes a game “fun” cite sources… Still,
researchers (list them) imply fun, motivation, engagement, and learning are bound together.
After completing this activity, I was inspired to develop another game to use when
teaching qualitative methods. I created a lesson plan based on the public domain game,
Celebrity. In this lesson plan, students play a qualitative methods-adapted version to review
and learn vocabulary and research techniques they learned in their qualitative methods
courses. The game, which I call Qualulary, is played at three different levels and employs a
holistic assessment method (citation). I’ve included the rules and beginning Qualulary deck in
the appendix. Unfortunately, because of Covid-19, the qualitative methods classes were moved
to a virtual format, and I was not been able to test the game or gain perceptions of its use. Still,
games as methods of teaching qualitative methods research. Change all this since I created an
online version.
Conclusion and Implications
Stuff I used before… and then didn’t use… might still use… in the next revision
My experience teaching according to this lesson plan agrees with Waite’s, “Data sorting and
categorization, the use of tacit and explicit theory in data analysis, and discrepant case analysis
can all be illustrated though use of a standard deck of playing cards” (pg 982).
, so I wondered if my card sorting exercise might serve as a conceptual metaphor with the
another thing” ( reference). Would it help them understand how researchers identify patterns,
the researchers’ role as instrument, and how researchers’ positionalities might influence the
I decided to use the concept of a theoretical framework and how it undergirds a qualitative
Bisson, C., & Luckner, J. (1996). Fun in learning: The pedagogical role of fun in adventure
https://doi.org/10.3102/00028312032004716
Bulte, C., Betts, A., Garner, K., & Durning, S. (2007). Student teaching: views of student near-peer
Feldman, A. (2007). Validity and quality in action research, Educational Action Research,
Kim, B. (2001). Social constructivism. Emerging perspectives on learning, teaching, and technology, 1(1),
16.
Lincoln, Y.S. & Guba E.G. (1985). Naturalistic Inquiry. Sage Publications.
Mallette, L. A., & Saldaña, J. (2019). Teaching qualitative data analysis through gaming. Qualitative
Meyer, K., & Willis, R. (2019). Looking back to move forward: The value of reflexive journaling for novice
Podolefsky, N. S., & Finkelstein, N. D. (2007, January). Refraining Analogy: framing as a mechanism of
analogy use. In AIP Conference Proceedings (Vol. 883, No. 1, pp. 97-100). American Institute of Physics.
Prensky, M. (???) The motivation of gameplay The real twenty-first century learning
revolution…
Rodríguez, M. C. (2014, August). Opening lesson plans to support teaching innovation and open
Singh, S. (2010). Near‐peer role modeling: The fledgling scholars education paradigm.
Waite, D (2011) A Simple Card Trick: Teaching Qualitative Data Analysis Using a Deck of Playing
Cards…
Mike Watts & Zelia Jofili (1998) Towards critical constructivist teaching, International
Xu, M. A., & Storr, G. B. (2012). Learning the concept of researcher as instrument in qualitative