1.8 Methodology
The research used a case study design, and employed a mixed-methods approach for data
collection. Quantitative tools included two pre-existing established questionnaires on
motivation and teacher-designed pre and post-tests on global citizenship. Qualitative tools
included interviews with children and observation by a non-participant observer using an
observation schedule.
Consent to carry out the study was obtained from the school’s board of management and
informed consent was obtained from each child’s parent(s) prior to starting the programme.
Statistical analysis was carried out on the quantitative data, and triangulation was used to
arrive at some conclusions to the study.
1.9 Limitations
The intervention took place over a 5-week period and was limited to 27 children in one
primary school class. Extending the study duration would have given some insight into
children’s motivation over a longer timeframe and possibly indicated whether it changed or
remained the same after repeated use of each media component. Extending the number of
participants to a more statistically representative sample of the population may have
allowed some generalisations to be drawn from the results.
The design of the virtual world on the
panwapa.org
website limited the types of research
questions that could be explored during the study. Most modern virtual worlds allow users
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to collaborate to achieve shared goals but the facilities available in Panwapa for interaction
with other users were very restrictive and therefore it was not possible to address the
important issue of how motivation is enhanced by collaboration or communal pursuit of
shared goals.
1.10 Thesis Structure
This thesis is presented in six chapters including this one.
Chapter 1 introduces the study and explains the background to the research. It provides an
outline of the research undertaken and the methodologies adopted.
Chapter 2 provides a critique of wide-ranging research literature applicable to this study
and contains three main sections. The first section provides a broad overview of citizenship
and examines how citizenship develops in the child and how schools teach it. The second
section explores virtual worlds, examines how the literature defines the term
virtual world
,
and summarises their historical development. It explores how virtual worlds and learning
have merged. The third section considers motivation, a key factor in the popularity of
virtual words, and primarily focuses on enjoyment and engagement.
Chapter 3 discusses the design of the research study and describes the setting and the
participants. It explains why a case study method involving mixed methods was adopted
and describes the range of quantitative and qualitative data collection tools that were used
to gather evidence.
Chapter 4 presents the study findings and is organised in three sections, one for each
research question. Statistical analysis is performed on the quantitative data to determine the
significance and magnitude of the difference in motivation with each media component.
The findings from observation sessions and interviews are also outlined.
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Chapter 5 examines the key findings from the previous chapter and considers if the data
gathered through different data collection methods converges. It compares and contrasts the
findings with previous research evidence presented in the literature review in Chapter 2.
Chapter 6 presents conclusions from the study, discusses the limitations of the research,
and offers a number of recommendations for future work on virtual worlds in primary
school.
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