Gaming in the Qualitative Research Methods Studio

Location

1054

Format Type

Event

Format Type

Workshop

Start Date

January 2019

End Date

January 2019

Abstract

Classroom questions, discussion, and oral reflection are certainly important components for a course in human inquiry, but talk alone does not maximize learning. A classic teaching proverb goes, “I hear and I forget; I see and I remember; I do and I understand.” If the greatest learning comes from doing (and educational research supports this), then the research methods classroom should be as physically active as possible. We cannot assume that all upper-division and graduate students are intrinsically motivated to give their full, focused attention during a sit-down seminar that demands higher-order thinking skills. The instructor is responsible for making learning participatory and, if possible, even joyous for learners of all ages.

The workshop facilitator refers to his qualitative methods classroom space as a research studio, meaning a place to experiment mentally, physically, and creatively with inquiry processes. Participants will experience selected gaming and movement techniques used by the presenter to teach principles of qualitative inquiry such as pattern-making, categorization, concept development, properties and dimensions, and basics of grounded theory.

Keywords

gaming, teaching, qualitative research methods

Comments

Breakout Session G

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Jan 18th, 11:00 AM Jan 18th, 11:50 AM

Gaming in the Qualitative Research Methods Studio

1054

Classroom questions, discussion, and oral reflection are certainly important components for a course in human inquiry, but talk alone does not maximize learning. A classic teaching proverb goes, “I hear and I forget; I see and I remember; I do and I understand.” If the greatest learning comes from doing (and educational research supports this), then the research methods classroom should be as physically active as possible. We cannot assume that all upper-division and graduate students are intrinsically motivated to give their full, focused attention during a sit-down seminar that demands higher-order thinking skills. The instructor is responsible for making learning participatory and, if possible, even joyous for learners of all ages.

The workshop facilitator refers to his qualitative methods classroom space as a research studio, meaning a place to experiment mentally, physically, and creatively with inquiry processes. Participants will experience selected gaming and movement techniques used by the presenter to teach principles of qualitative inquiry such as pattern-making, categorization, concept development, properties and dimensions, and basics of grounded theory.