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Teaching qualitative research methods with Second Life, a 3-dimensional online virtual environment

机译:用第二次生命教学定性研究方法,三维在线虚拟环境

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摘要

Since the 1950s, 3-dimensional virtual environments (3DVEs) have been developed to simulate real-world experiences. These virtual worlds have evolved with realistic graphics and large numbers of users with whom to engage in virtual representations of real-life situations. This study investigated how students perceived the usefulness of Second Life (SL) as a tool for teaching research methods to a doctoral-level qualitative research class. Two classes of doctoral students were assigned to groups of three students and were charged with conducting an ethnographic study in a SL community. Students conducted observations and interviews of community members as a simulation of conducting ethnographic research in an unfamiliar culture. Data sources included an end-of-course survey, observation field notes, interview transcriptions, journals, discussion board posts, and video conferencing. Nineteen students agreed to have their data included for analysis. Results indicate that SL provided an innovative means for teaching important aspects of qualitative research, such as securing key informants, gatekeeping, observing and taking field notes, and interviewing, among others. Students experienced the affective aspects of conducting research as well, including how to handle rejection and frustration, the need for flexibility, interacting in a strange world, and how to handle awkward situations, sometimes with hilarious results. While the majority of students found SL to be an innovative way to learn research skills, a few experienced technical glitches, causing frustration that hindered their learning. Students created a list of tips for new users of SL to ease their transition into the virtual environment.
机译:自20世纪50年代以来,已经开发了三维虚拟环境(3DVES)来模拟真实的体验。这些虚拟世界已经发展出了现实的图形和大量用户,与谁与谁参与现实生活中的虚拟表示。本研究调查了学生如何将第二寿命(SL)的有用性视为教学方法对博士分定性研究课程的工具。两类博士生被分配到三名学生的群体,并被指控在SL社区进行民族造影研究。学生对社区成员进行了观察和访谈,作为在不熟悉的文化中进行民族志研究的模拟。数据来源包括课程终止调查,观察领域票据,面试转录,期刊,讨论委员会职位和视频会议。十九名学生同意将其数据包含在分析中。结果表明,SL为定性研究的重要方面提供了一种创新的手段,例如保护主要信息人员,纳便器,观察和野外票据,以及面试等。学生们经历了开展研究的情感方面,包括如何处理拒绝和挫折,灵活性,在奇怪的世界中互动的需要,以及如何处理尴尬的情况,有时会带来搞笑结果。虽然大多数学生发现SL是学习研究技能的一种创新方法,但一些经验丰富的技术毛刺,造成阻碍他们学习的挫败感。学生为SL的新用户创建了一份提示,以便于转换到虚拟环境。

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