Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 9 |
Descriptor
Source
Field Methods | 2 |
International Journal of… | 2 |
Journal of Computers in… | 1 |
ProQuest LLC | 1 |
Quality Assurance in… | 1 |
Simulation & Gaming | 1 |
Theory Into Practice | 1 |
Author
Publication Type
Journal Articles | 8 |
Reports - Research | 5 |
Reports - Descriptive | 2 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Education Level
Early Childhood Education | 1 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 2 | 1 |
High Schools | 1 |
Kindergarten | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Michelle C. Pasco; Anais Roque; Brittany Romanello; Emir Estrada – Field Methods, 2024
Photovoice involves respondents taking photographs of their environment to promote critical discussions and reflect on their experiences. Photovoice empowers marginalized communities and serves to reach policymakers. The Arizona Youth Identity Project (AZYIP) used photovoice with an innovative approach in a multisite research design with a large…
Descriptors: Photography, Social Action, Youth Programs, Research Methodology
Schober, Michael F. – Quality Assurance in Education: An International Perspective, 2018
Purpose: This paper aims to explore the likelihood that face-to-face (FTF) interviewing will continue to be the "gold standard" survey interviewing method, to which all other modes are compared, in an era in which daily communicative habits for many now involve selecting among many alternative modes. Design/methodology/approach: After…
Descriptors: Research Methodology, Interviews, Surveys, Participation
Antoun, Christopher; Zhang, Chan; Conrad, Frederick G.; Schober, Michael F. – Field Methods, 2016
The rise of social media websites (e.g., Facebook) and online services such as Google AdWords and Amazon Mechanical Turk (MTurk) offers new opportunities for researchers to recruit study participants. Although researchers have started to use these emerging methods, little is known about how they perform in terms of cost efficiency and, more…
Descriptors: Social Media, Web Sites, Recruitment, Users (Information)
All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez – International Journal of Game-Based Learning, 2013
This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…
Descriptors: Traffic Safety, Educational Games, Design, Computer Games
Duvall, Matthew; Matranga, Anthony; Foster, Aroutis; Silverman, Jason – International Journal of Game-Based Learning, 2016
This study reports on the effects of a mobile game designed in conjunction with an art museum to develop children's understanding of line, shape, and color. Four researchers (two graduate students and two professors at a private university in the mid-Atlantic region of the United States) examined 8 children, ages 6 to 13, for conceptual change in…
Descriptors: Electronic Learning, Educational Experience, Grounded Theory, Research Methodology
Moyer-Packenham, Patricia S.; Shumway, Jessica F.; Bullock, Emma; Tucker, Stephen I.; Anderson-Pence, Katie L.; Westenskow, Arla; Boyer-Thurgood, Jennifer; Maahs-Fladung, Cathy; Symanzik, Juergen; Mahamane, Salif; MacDonald, Beth; Jordan, Kerry – Journal of Computers in Mathematics and Science Teaching, 2015
Part of a larger initiation mixed methods study (Greene, Caracelli, & Graham, 1989), this paper discusses the changes in young children's learning performance and efficiency (one element of the quantitative portion of the larger study) during clinical interviews in which each child interacted with a variety of virtual manipulative…
Descriptors: Young Children, Learning Processes, Efficiency, Numeracy
Stenros, Jaakko; Waern, Annika; Montola, Markus – Simulation & Gaming, 2012
Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…
Descriptors: Design, Evaluation Methods, Evaluation Problems, Research Methodology
Pascoe, C. J. – Theory Into Practice, 2012
A lack of good information about what youth are doing with new media stimulates fears and hopes about the relationship between young people and digital technologies. This article focuses on new modes of inquiry into youth new media use, highlighting the challenges, complexities, and opportunities inherent in studying young people's digital…
Descriptors: Qualitative Research, Educational Innovation, Young Adults, Ethics
Antin, Judd David – ProQuest LLC, 2010
Recent advances in interactive web technologies, combined with widespread broadband and mobile device adoption, have made online collective action commonplace. Millions of individuals work together to aggregate, annotate, and share digital text, audio, images, and video. Given the prevalence and importance of online collective action systems,…
Descriptors: Video Technology, Feedback (Response), Social Systems, Stereotypes