Students' Perceptions and Experiences in a Learning Environment that Uses an Instructional Game as a Teaching Strategy

dc.contributor.advisorDr. Larry Gustke, Committee Memberen_US
dc.contributor.advisorDr. Beth Wilson, Committee Chairen_US
dc.contributor.advisorDr. Marilee Bresciani, Committee Memberen_US
dc.contributor.advisorDr. Ed Lindsay, Committee Memberen_US
dc.contributor.advisorDr. Douglas Wellman, Committee Memberen_US
dc.contributor.authorHoneycutt, Barbi Tarten_US
dc.date.accessioned2010-04-02T19:19:07Z
dc.date.available2010-04-02T19:19:07Z
dc.date.issued2005-10-13en_US
dc.degree.disciplineParks, Recreation and Tourism Managementen_US
dc.degree.leveldissertationen_US
dc.degree.namePhDen_US
dc.description.abstractThe purpose of this study was to describe and interpret students' perceptions and experiences in a learning environment that included a game as a teaching and learning tool. Researchers indicate learning environments are powerful forces that influence students' perceptions and experiences of the educational process, yet few studies have analyzed college students' perceptions of the learning environment in higher education settings. This qualitative study used hermeneutic phenomenology to understand how students experienced a learning environment that included an educational game as part of the course curriculum. This study occurred in an introductory level course in Parks, Recreation and Tourism Management at North Carolina State University, and the game designed for the course was called Leisureopoly. Thirty students agreed to share their insights and experiences about their perceptions of this type of learning environment. Using the students' written reflections, two peer observers' feedback, and a personal research journal, data were triangulated to serve as a mechanism for reducing bias and ensuring accuracy of the data. Data were analyzed using ATLAS. Open, axial, and selective coding techniques were combined with van Manen's selective and detailed approaches for isolating themes in phenomenological studies. First, data were analyzed to reflect common themes in the students' perceptions and experiences of the overall classroom as a whole. The six themes that emerged were: (1) environment, (2) activity, (3) student characteristics, (4) knowledge, (5) instructor characteristics, and (6) structure. Then, all of the data specifically related to Leisureopoly were re-coded and analyzed to determine the influence of the game on the learning environment. Twenty-nine of the students mentioned Leisureopoly in their reflections. Leisureopoly had an influence on the learning environment in four main ways: (1) community in the classroom, (2) the perception of time, (3) the idea of winning, and (4) attendance.en_US
dc.identifier.otheretd-10082005-110210en_US
dc.identifier.urihttp://www.lib.ncsu.edu/resolver/1840.16/5743
dc.rightsI hereby certify that, if appropriate, I have obtained and attached hereto a written permission statement from the owner(s) of each third party copyrighted matter to be included in my thesis, dissertation, or project report, allowing distribution as specified below. I certify that the version I submitted is the same as that approved by my advisory committee. I hereby grant to NC State University or its agents the non-exclusive license to archive and make accessible, under the conditions specified below, my thesis, dissertation, or project report in whole or in part in all forms of media, now or hereafter known. I retain all other ownership rights to the copyright of the thesis, dissertation or project report. I also retain the right to use in future works (such as articles or books) all or part of this thesis, dissertation, or project report.en_US
dc.subjectLeisureopolyen_US
dc.subjectphenomenologyen_US
dc.subjectlearning environmentsen_US
dc.subjectgamesen_US
dc.subjectstudent perceptionsen_US
dc.subjectintroductory coursesen_US
dc.subjectqualitative researchen_US
dc.titleStudents' Perceptions and Experiences in a Learning Environment that Uses an Instructional Game as a Teaching Strategyen_US

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