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Located in Portfolio / Media
Article Reference A critical evaluation of the use of interpretative phenomenological analysis (IPA) in health psychology
With the burgeoning use of qualitative methods in health research, criteria for judging their value become increasingly necessary. Interpretative phenomenological analysis (IPA) is a distinctive approach to conducting qualitative research being used with increasing frequency in published studies. A systematic literature review was undertaken to identify published papers in the area of health psychology employing IPA. A total of 52 articles are reviewed here in terms of the following: methods of data collection, sampling, assessing wider applicability of research and adherence to the theoretical foundations and procedures of IPA. IPA seems applicable and useful in a wide variety of research topics. The lack of attention sometimes afforded to the interpretative facet of the approach is discussed.
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Article Reference Digital Video as Research Practice: Methodology for the Millennium
This essay has its origin in a project on the globalization of science that rediscovered the wisdom of past research practices through the technology of the future. The main argument of this essay is that a convergence of digital video technologies with practices of social surveillance portends a methodological shift towards a new variety of qualitative methodology. Digital video is changing the way that students of the social world practice their craft, offering not just new ways of presenting but new ways of practicing field research. We introduce concepts of the fluid wall and videoactive context to emphasize that (1) the camera is an actor in the research process, and (2) both behaviour and observation occur in both directions--in front of and behind the camera. While these practices and procedures are novel in some ways, they may also be viewed as old methods in the context of new instruments for recording as well as a new social understanding of these instruments. Since new technologies interact with the social context, the digital video methods we discuss in this essay are likely to become increasingly important for generations to come. We provide an overview of the use of digital video in research practice and present an account of the use of digital video methodology in Chile. 
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Book Reference Methods in Educational Research: From Theory to Practice
Written for students, educators, and researchers, Methods in Educational Research offers a refreshing introduction to the principles of educational research. Designed for the real world of educational research, the book’s approach focuses on the types of problems likely to be encountered in professional experiences. Reflecting the importance of The No Child Left Behind Act, “scientifically based” educational research, school accountability, and professional demands of the twenty–first century, this resource empowers educational researchers to conduct research in their classrooms, districts, and the greater educational community—activities now not only expected but required of all teachers. (From Amazon)
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Webpublished Reference COGS Passport
A prototype design for a project to develop self-evaluation tools for primary age children.
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COGS Passport
A project with Unity City Academy in Middlesborough and Edunova to develop a tool for primary-age children to self-evaluate their learning skills in preparation for transition to secondary. The outcomes would be available to new teachers to better know their new students and to managers to more clearly see what curriculum was required based on needs.
Located in Portfolio / Timeline / Project
Book Reference How We Think. A restatement of the relation of reflective thinking to the educative process
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Book Reference The Reflective Practitioner, How Professionals Think In Action
A leading M.I.T. social scientist and consultant examines five professions—engineering, architecture, management, psychotherapy, and town planning—to show how professionals really go about solving problems.The best professionals, Donald Schön maintains, know more than they can put into words. To meet the challenges of their work, they rely less on formulas learned in graduate school than on the kind of improvisation learned in practice. This unarticulated, largely unexamined process is the subject of Schön’s provocatively original book, an effort to show precisely how ”reflection-in-action” works and how this vital creativity might be fostered in future professionals. (Google Books summary)
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Inbook Reference Value Sensitive Design and Information Systems
Value Sensitive Design is a theoretically grounded approach to the design of technology that accounts for human values in a principled and comprehensive manner throughout the design process. It employs an integrative and iterative tripartite methodology, consisting of conceptual, empirical, and technical investigations. We explicate Value Sensitive Design by drawing on three case studies. The first study concerns information and control of web browser cookies, implicating the value of informed consent. The second study concerns using high-definition plasma displays in an office environment to provide a ìwindowî to the outside world, implicating the values of physical and psychological well-being and privacy in public spaces. The third study concerns an integrated land use, transportation, and environmental simulation system to support public deliberation and debate on major land use and transportation decisions, implicating the values of fairness, accountability, and support for the democratic process, as well as a highly diverse range of values that might be held by different stakeholders, such as environmental sustainability, opportunities for business expansion, or walkable neighborhoods. We conclude with direct and practical suggestions for how to engage in Value Sensitive Design. 
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Mobile Games Based Learning
mGBL was a 3-year pan-European project that began in October 2005 and was supported by the European Commission (EC) Information Society Technologies (IST) programme within the Sixth Framework [5]. It set out to improve the effectiveness and efficiency of learning in young adults aged 16 - 24 through the development of innovative learning models based on mobile games. Ten partner organizations formed the consortium, from EC countries as diverse as Austria, Croatia, Italy, Slovenia and the UK.
Located in Portfolio / Timeline / Project