Research Paper Assignment

Research Paper Assignment for the 2009 MEd Foundations class (INST 6310).
 
This research paper assignment is worth 30% of your grade.  10% for blogging about the topic and 5 research paper references, 10% for turning in the first draft, and 10% for the final version.  The draft you get full credit just for turning it in assuming it meets the minimum requirements.  And if your final version addresses the feedback provided by myself and Yu-Chun, you shouldn't worry about your grade for that either.
 

Research Paper Requirements

  • The research paper should be on an educational technology-related topic.  This might include an elaboration of one of the technologies or instructional design techniques or controversies we wrote a bit about already in our Knowledge Base.
  • The paper should be a literature review - a review of research on some edtech-related topic.  See the Sample Outline and Writing Tips for some more guidance.
  • It must be 8-10 double spaced pages, not counting references, with 12 pt Times font and normal margins.
  • The citations in the paper and references must be APA formatted.
  • The paper should have at least 5 research paper references (journal articles, book chapters).  This doesn't count websites or magazine articles, although you can cite those as well.  Remember to setup VPN to access the full text of journal articles.

Sample Literature Reviews

Here is a sample draft of a literature review I wrote for a handbook:  "How People Learn with Computer Simulations."  The article applies the framework from the How People Learn book (and its HPL Framework to research on the use of computers simulations in education.  As you can see, even that topic is quite broad.  The article is 15 single-spaced pages not counting the references.  The chapter is organized according to the guidelines presented on the Sample Outline page.

See also the Review of Educational Research journal for other example literature reviews of research.

See also the Writing Tips page for more tips (like avoiding first person and avoiding assertions that aren't backed up with evidence or a citation).

Stages and Deadlines

  1. Deadline November 8th.  Create a blog post about one or more possible topics you are interested in. 
    • Write one paragraph describing what you will write about-such as what issues or sub-topics are important (you might think of this as the potential abstract of your paper).  The topic should be edtech-related, and about some current issue, controversy, or about research on the use of some technology. 
    • Also list 5 research paper references related to the topic.  See some more guidance below.  I recommend using the journals page and Google Scholar to find topics for which there have been research journal articles published. 
    • I or Yu-Chun will comment on your blog post if it requires some feedback.  Try to keep your topic specific, not broad.
  2. (This is OPTIONAL) Create an initial outline for your paper.  See the Sample Outline for some guidance.  Email me your outline if you'd like feedback.
  3. Deadline November 22nd.  Turn in first draft of your research paper.  Email it to me at doug.holton@usu.edu. Yan and I will email you back some feedback on your draft after the Thanksgiving break.
  4. Deadline December 10th.  Turn in final draft of your research paper. Email it to me at doug.holton@usu.edu

Guidance on choosing a topic and writing the paper.

At the bottom is a list of some example edtech-related topics.  You might pretend you are submitting a research paper to a conference such as one of these listed below, or those on the Organizations and Conferences page.  See their advice on writing papers, as well as their lists of topics:
Example topics that are too broad:
  • Constructivism and educational technology
  • Educational technology in science education
More narrow topics that might be more appropriate:
  • Research on the effectivieness of software for learning about heredity in middle school science classes.
  • The effectiveness of 1-to-1 laptop programs in middle schools (still a bit broad)
  • Research on the use of Second Life for foreign language learning
  • Improving middle school kids searching and evaluating information on the web
Really it depends on existing research.  Use Google Scholar to search for papers on various topics,
and use the Journals page for guidance on what are some journals with good reputations in the field.
 

List of More Sample Topics

One other idea for a topic / organizing scheme is for you to apply the HPL Framework to research on a particular technology or instructional technique, similar to what I did with the sample article on simulations I mentioned earlier.  For example, say you are researching 1-to-1 laptop programs, or graphing calculators.  How have those tools been:
  • used for assessment purposes, (assessment centered)
  • used for conveying information/knowledge/understanding,  (knowledge centered)
  • used in social/collaborative learning contexts, pairs or small groups of students, or how has it effected the school as a whole, or parent-teacher relations (community centered)
  • used to make curriculum more relevant and interesting and motivating to students (learner centered)
 
Technologies/Tools/Software
Here is a list of some example technologies you could write your research paper about.
Some of these are still pretty broad.  You can narrow them down to a particular topic area (like science education) and/or an education level (like high school or higher education), for example.
  • Using blogs in education (effect on writing, for example, or as a reflection activity, or using them as a design journal for an educational project)
  • Using wikis in education (when they can help or not help learning, different collaboration activities using wikis...)
  • Using cell phones in education
  • Using netbooks or tablet pcs in education
  • Use of personal response systems / clickers / classroom response systems
  • Use of console and handheld gaming platforms in education
  • Using e-book readers / Kindle in education / libraries
  • Videogames related to science ed, information literacy, math ed, reading ed, etc.
  • Modeling tools (like Stella, Model-It)
  • Using concept mapping tools
  • Use of diagrams
  • Use of animations
  • 3D multiuser environments like Second Life
  • Kids programming environments like Scratch or Alice
  • Using adult/college age social networking sites in classrooms, such as twitter, facebook, edmodo, etc.
  • Probeware, sensors
  • Timelines, maps
  • Genealogy tools and history/social studies education
  • GIS, mapping, navigation devices and software
  • Using video cases (for example to train pre-service teachers, etc.)

Another way to look at it is to think of some instructional design technique, and look at research into various technologies design to support it, for example:

  • Technologies to foster/support small group collaboration
  • Technologies to support formative assessment
  • Technologies to support project-based learning, problem-based learning, etc.

I'd prefer we stay away from technologies for administration stuff, like gradebook software, school administration software, or business/presentation technologies like powerpoint, smartboards, etc.  Although a research paper on uses of a learning management system like Moodle or Blackboard would be interesting.

Controversies/Debates/Issues

You could elaborate on one of the controversies we discussed earlier, such as:

  • ISD vs. learning sciences

  • Problem-based Learning / constructivism vs. direct instruction, worked examples

  • Logo programming language in schools / constructionism (Seymour Papert)

  • Videogames in education & in libraries

  • The effects of media on learning – Clark/Kozma

  • Educational research methods – quantitative experimental studies vs. qualititive/ethnography research vs. design-based research (DBR)

  • Teachers as instructional technology researchers and designers

  • Computers in schools debate – Larry Cuban, Oppenheimer (flickering mind), Wenglinsky

  • Teacher professional development training on using and integrating computers and other educational technologies

  • 1-to-1 laptop initiatives, OLPC laptop

  • Equity

    • Gender issues and educational technology – math, science, videogames

    • Designing more culturally-relevant math/science/reading instruction etc. with the help of software

    • Digital divide and educational technology (internet access, etc.)

  • Web 2.0 & Education (“School 2.0”, “Learning 2.0”, “Edupunks”, disruptive technologies, etc.)

  • Technology & Young Children: Mozart CDs – Baby Einstein

  • Kids and social networking, myspace, etc.