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The phenomenological exploration of user-design in gifted rural high school students when designing their own game.

机译:资优的农村高中学生在设计自己的游戏时对用户设计的现象学探索。

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摘要

The purpose of this qualitative dissertation was to explore the lived experiences of five rural, gifted high school students when designing their own games in a high school classroom. This study provides real world accounts of students being user-designers. This study's research questions were: What is it like for rural high school students to have the power to design their own game? How does the process of user-design in the cases explored diverge from or support Banathyan user-design? Is there any evidence that the adoption of an innovation is more likely to proceed smoothly as a result of engaging users in powerful ways in the design process?;Five themes that emerged from this study: User-design is achieved through authentic empowerment and ownership, user-design is a fun experience, user-design is a participatory activity, user-design is a tool for problem solving, and user-design is challenging for students. The gifted students designed their own games with minimal assistance from the teacher.;This dissertation employed qualitative methodology. I spent four months engaged with these students. My goal was to capture the lived experiences of the five pupils when doing user-design. Phenomenology was the method used in this dissertation. This mode of inquiry allowed me to capture the lived experiences of students as they learned though design. The data consisted of participant observation, in-depth interviews, and document analysis. I used the constant comparison data analysis technique to analyze the data. I followed the analysis method of moving from condensed meaning units into themes. I utilized Pages and Garage Band to assist me with organizing, coding, analyzing and interpreting the data. Thick description, identifying research bias, and member checks were used to establish trustworthiness.
机译:本定性论文的目的是探索五名农村有天赋的高中生在高中教室设计自己的游戏时的生活经历。这项研究为学生提供了用户设计者的真实帐户。这项研究的研究问题是:农村高中学生有能力设计自己的游戏的感觉如何?在所探讨的案例中,用户设计的过程与Banathyan用户设计有何不同?是否有任何证据表明,通过在设计过程中以强大的方式吸引用户,创新的采用更可能顺利进行?;本研究中出现的五个主题:通过真正的授权和所有权实现用户设计,用户设计是一种有趣的体验,用户设计是一种参与性活动,用户设计是用于解决问题的工具,而用户设计对学生而言具有挑战性。有天赋的学生在老师的很少帮助下设计了自己的游戏。本论文采用定性方法。我花了四个月的时间与这些学生交往。我的目标是在进行用户设计时捕捉五个学生的真实经历。现象学是本文的研究方法。这种探究模式使我能够捕捉学生通过设计中学到的生活经验。数据包括参与者观察,深入访谈和文档分析。我使用了常量比较数据分析技术来分析数据。我遵循了从浓缩的意义单元转变为主题的分析方法。我利用Pages and Garage Band帮助我组织,编码,分析和解释数据。详尽的描述,确定研究偏见和成员检查被用来建立信任度。

著录项

  • 作者

    Almeida, Luis C.;

  • 作者单位

    The Pennsylvania State University.;

  • 授予单位 The Pennsylvania State University.;
  • 学科 Education Secondary.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2008
  • 页码 150 p.
  • 总页数 150
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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