DIGITAL RECORDING TECHNOLOGIES IN PHENOMENOLOGICAL INVESTIGATIONS.
Using a phenomenological study of educational games, this article describes how computer-based digital tools were used to simultaneously record computer applications (such as games), voice and sounds, participant facial expressions, and gestures to enliven phenomenological interviews and provide ric...
| Publicado en: | Journal of Ethnographic & Qualitative Research Vol. 12; no. 1; pp. 29 - 50 |
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| Autores principales: | , |
| Formato: | Artículo |
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Ethnographic & Qualitative Research, LLC
Autumn2017
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=125989229&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 125989229 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 19353308 44W1 jtl: Journal of Ethnographic & Qualitative Research issn: 19353308 maglogo: N pubinfo: dt: Autumn2017 vid: 12 iid: 1 pid: 99754 pub: Ethnographic & Qualitative Research, LLC artinfo: ui: 125989229 ppf: 29 ppct: 21 formats: fmt: @attributes: type: P size: 2.9MB tig: atl: DIGITAL RECORDING TECHNOLOGIES IN PHENOMENOLOGICAL INVESTIGATIONS. aug: au: Rosenblum, Jason Hughes, Joan E. affil: New York Institute of Technology University of Texas su: Facial expression Phenomenology Educational technology Educational games Digital technology sug: subj: Facial expression Phenomenology Educational technology Educational games Digital technology ab: Using a phenomenological study of educational games, this article describes how computer-based digital tools were used to simultaneously record computer applications (such as games), voice and sounds, participant facial expressions, and gestures to enliven phenomenological interviews and provide rich, thickly described data. In a study, participants were asked to play games and to describe what they heard after they played. In order to help participants recall their experiences, they viewed a recording of their gameplay and described what they recalled about their experiences of sound in the games. The digital tools used in this study enabled play back of recorded data while also simultaneously recording ongoing, new participant interview dialogue. The visual layout of these tools also enables researchers to simultaneously see both the original gameplay recording and the subsequent participant interview dialogue. When paired with interview techniques such as think-aloud and simulated recall, digital recording technologies can be used to provide participants a context for their descriptions during the interview and are invaluable tools for post-interview data analysis. We discuss how this digital technology system may intensify data generation and analysis in other technology-based phenomenology and qualitative studies. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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