JMIR Serious Games (Dec 2022)

Integrating a Video Game Recording Into a Qualitative Research Methods Course to Overcome COVID-19 Barriers to Teaching: Qualitative Analysis

  • Nichole Stetten,
  • Kelsea LeBeau,
  • Lindsey King,
  • Jamie Pomeranz

DOI
https://doi.org/10.2196/38417
Journal volume & issue
Vol. 10, no. 4
p. e38417

Abstract

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BackgroundBecause of the COVID-19 pandemic, a doctoral-level public health qualitative research methods course was moved to a web-based format. One module originally required students to conduct in-person observations within the community, but the curriculum was adapted using a web-based video game exercise. ObjectiveThis study sought to evaluate students’ perceptions of this adaptation and determine whether the new pilot format successfully met the module’s original learning objectives. MethodsRecorded footage of a video game session was used for students to observe, take field notes, and compare the results. Qualitative methods were used to evaluate student feedback on the curriculum and determine whether the original learning objectives were met. Data were analyzed using a directed content analysis. ResultsThe findings demonstrate that all the learning objectives of this adapted qualitative observational research assignment using a web-based video game exercise were successfully met; namely, the students learned how to compare and contrast the observational notes of peers and to evaluate how personal bias and environmental factors can affect qualitative data collection. The assignment was also positively received by the students. ConclusionsThe results align with the constructivist learning theory and other successful COVID-19 implementations. Our study demonstrates that the learning objectives of a qualitative observational assignment can be addressed given that there are proper forethought and delivery when the assignment is adapted to a web-based context using a video game exercise.