Residential universities are increasingly integrating online interaction within courses in the form of synchronous online chats, asynchronous online discussions and access to interactive resources. This article evaluates the educational effectiveness of online chats within a Humanities postgraduate course and a final year Commerce course. We consider the roles of course design, group dynamics, and facilitation style in the successful use of online collaboration within primarily face-to-face courses, as well as the potential for online collaboration within a blended course design to facilitate more inclusive learning conversations than are possible with exclusively face-to-face interaction.
We describe the Imitation Game, a new research method that collects both qualitative and quantitative data, and which can be used as a mixed methods procedure in many disciplines. Drawing on two projects, one investigating gender, the other sexuality, we show that the quantitative and qualitative aspects of the Game combine in four different ways, from more quantitative to more qualitative, involving increasing cultural understanding by the researchers. Crucially, deep cultural input is initially supplied by the players of the Game, who act as ''proxy researchers,'' enabling data to be gathered quickly and efficiently. The analysis has its roots in sociology of scientific knowledge and studies of expertise and experience, hence the emphasis on the cultural foundations of methods and the nature of expertise.
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