Mixed Methods for Mixed Reality: Understanding Users' Avatar Activities in Virtual Worlds
ARTICLE
David F. Feldon, Yasmin B. Kafai
Educational Technology Research and Development Volume 56, Number 5, ISSN 1042-1629
Abstract
This paper examines the use of mixed methods for analyzing users' avatar-related activities in a virtual world. Server logs recorded keystroke-level activity for 595 participants over a six-month period in Whyville.net, an informal science website. Participants also completed surveys and participated in interviews regarding their experiences. Additionally, the study included online ethnographic observations of Whyville and offline observations of a subset of 88 users in classroom and after-school settings during their participation. A mixed-methods analysis identified a major user emphasis on avatar appearance and customization that was invariant across user typologies. Implications for the use of mixed methods in online environments are discussed with regard to three challenges resolved during the study: (1) appropriate reduction of the vast quantity of data, (2) integrated analysis of online and offline events, and (3) interactions between qualitative and quantitative data.
Citation
Feldon, D.F. & Kafai, Y.B. (2008). Mixed Methods for Mixed Reality: Understanding Users' Avatar Activities in Virtual Worlds. Educational Technology Research and Development, 56(5), 575-593. Retrieved March 28, 2024 from https://www.learntechlib.org/p/67594/.
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Keywords
Cited By
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Developing Analytics to Examine Player Activity in a Game-Based Virtual Learning Environment
Matthew Boyer, Clemson University, United States; Silvia Pernsteiner, KnowledgeOne Inc., Canada
EdMedia + Innovate Learning 2015 (Jun 22, 2015) pp. 1651–1654
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Learning Stories of Second Life Residents: An Ethnography
Suzanne Aurilio, San Diego State University, United States
EdMedia + Innovate Learning 2008 (Jun 30, 2008) pp. 2317–2323
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