Research Design : Qualitative, Quantitative, and Mixed Methods Approaches / J.W. Creswell.

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    • "Interviews were recorded and transcribed verbatim, resulting in 229 pages of text. They were continued until saturation on the key themes of the trajectory of windsurfing as an industry and as a sport [8]. Analysis began with the transcripts which were read in detail and meanings interpreted by the organisation, comparison and interpretation of various themes and meanings drawn from the transcripts [15]. "
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    ABSTRACT: This research investigates cycles in equipment-based sports in which a sport can experience a rapid rise in popularity when it is new but under technology-driven competition, equipment “overshoots” the capabilities and budget of users, collapsing the equipment market and the sport, with significant adverse consequences for the industry and allied sectors of the economy. We find clear support for the overshooting hypothesis in this case, with adverse consequences not only for the sport's manufacturing, distribution and retail sectors but we also find indications of spillover effects in allied sectors. We suggest that industry self-regulation may be a way of avoiding this phenomenon and its adverse consequences.
    Procedia Engineering 12/2015; 112:562-567. DOI:10.1016/j.proeng.2015.07.246
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    • "Critical theory emphasizes that humans " behaviour is the outcome of " particular illegitimate, dominatory and repressive factors: illegitimate in the sense that they do not operate in the general interest ‒ one person " s or group " s freedom and power is bought at the price of another " s freedom and power " (Cohen, Manion & Morrison, 2011, p. 31). In other words, critical theorists believe that " research should contain an action agenda for reform that may change the lives of participants " (Creswell, 2007, p. 21). Part of this empowerment process, which can be described as emancipation, involves research participants to problematize their current situations and decide on actions to improve them. "
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    ABSTRACT: The purpose of this paper is to discuss three approaches to educational research. First, I will start with a discussion of the research paradigm, providing its definition and its role in conducting research. Then I will discuss positivism, interpretivism and the critical theory approach to research in terms of their underpinning assumptions, quality standards and limitations. I will follow that with my own position regarding research.
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    • "The patterns (codes) that emerged form this phase were: Members leaving the Group, Disadvantages of Groups, Benefits of a Group, Successful Group, Unsuccessful Group. The second phase of the coding was model-driven, based on the concepts relevant to group cohesion as described in the research background, such as interpersonal relations, the tasks of the group, commitment to the group (Creswell, 2003, p. 191; Gibbs, 2007, p. 86; Saldaña, 2009). The qualitative analysis software QSR Nvivo 8 was used. "
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    ABSTRACT: In this study we focused on the identification of factors involved in the cohesion of Massively Multiplayer Online Games (MMOGs) groups. We operationalised cohesion as the forces that keep the group together and the links between group and members. We explored the perceptions of players through a mixed methods research approach, combining qualitative data from interviews and quantitative data from a survey. Our main findings involve the identification of social and achievement oriented factors relevant to the cohesion of the group. Social factors were relevant to the social and interpersonal relations among members, and the identification with the ideology and interests of the other members. Achievement oriented factors involved the benefits of the group for the achievement of the players' own individual goals and progress in the game, the accomplishment of group tasks, the help and support from the group, the quality of collaboration, participation in decision-making processes, justice, and fair distribution of the rewards. We further compared group cohesion with the satisfaction of the players by their groups. Our findings suggest that group cohesion and satisfaction are strongly related. Group cohesion is particularly critical for the development of a common knowledge space and the emergence of effective collaborative learning processes. The implications of this study involve the design elements that could promote cohesion in virtual environments, or the indications to be monitored by educators or coordinators employing game-based learning, for further timely interventions, so that a learning and gaming experience can be supported and enhanced.
    The 9th European Conference on Games Based Learning ECGBL 2015, Nord Trondelag University College, Steinkjer, Norway; 10/2015
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