I like Whitton’s view that games can be seen as a constructivist learning environment - probably because a constructivist approach to learning fits well with the kind of teaching I am involved in – teaching and facilitating the qualitative data analysis process. In fact, Whitton feels that games have greatest relevance to higher education learning in the development of high level transferable skills. She defines these as:
· Analysis
· Critical evaluation
· Autonomy
· Team working
All the above are relevant to the research process and I hope to develop a game that can demystify the qualitative data analysis process.
Whitton places a high value on collaborative learning. She quotes Wilson:
"a place where learners may work together and support each other as they use a variety of tools and information resources in their guided pursuit of learning goals and problem-solving activities" Wilson 1996:5
However, she stresses that the collaboration does not have to be part of the game but can be incorporated as part of the learning package for a particular set of learning outcomes.
Last year I took the Effective Course Design module and constructed a 10 week online course on qualitative analysis aimed at doctoral students or researchers new to qualitative analysis. While each student on the course would come with their own research project, I constructed an initial collaboration activity where they were working together on the same material which was followed by individual AND cooperative work. They were developing analysis on their own individual project but the activities were structured so that on a regular basis they would report back their analysis-in-process to the small group they were assigned to. And they would comment on each other’s work –as well as learn from each other. I am thinking of designing a game for the collaborative activity part of this course where they are all working on the same material which either could replace the current collaborative activity in this course or could form part of new course aimed at those people who do not have a research project yet but who would like to learn about analyzing qualitative data.
Whitton points out that while games are good at providing experiences and applying theories, they are not very good at providing meaningful reflection and abstract conceptualization. For the kind of analysis game I would want to construct, reflection and conceptualization are very important. Whitton specifies a number of additional activities that can support reflection and abstract conceptualization. The ones I can see supporting developing an analysis include reflective diaries, small group work and production of artefacts such as presentations.
Of course, I am jumping the gun here. Whitton recommends starting with the learning objectives of a course and consider how you would normally meet them. As I have already created an online course specifying my learning objectives, I intend to start with that. At the moment, I think I can see how a game could fulfil the initial collaborative element of my learning objectives. But I need to reflect on this further. Then I can move into developing what Whitton calls a game concept specification:
· Learning objectives
· Genre
· Brief description
· Plot
· Gaming activities
· Constraints
· Collaboration
· Reflection
Reference
Whitton, N. (2010) Chapter 6, 'Designing a Digital Game for Learning'. In Learning with Digital Games: A practical guide to engaging students in higher education, London: Routledge.
Keywords: game_design, IDGBL10, Whitton