The role of the qualitative research in the ICT:
the “design-based research” method
in educational technology
Rafael Cano-Parra and Luis Fernando Nicol´as-Alonso
MUI-TIC 2011-2012, Metodolog´ıas de Investigaci´on, E.T.S.I. Telecomunicaci´on, Universidad de Valladolid
Campus Miguel Delibes, Paseo del Cauce, 15, E-47011 Valladolid, SPAIN
Email: frafael.cano, luisfernando.nicolasg@alumnos.uva.es
Abstract—There are reticences to use methods of qualitative
research in the Information and Communications Technologies
(ICT) field, because the major part of results are evaluated and
validated by methods of quantitative research (i.e., variables and
numerical data). However, in some areas of ICT is necessary to
use some methods of qualitative research. One of these areas are
the Learning Sciences, specifically in the educational technology
area. To this area, one of the most important qualitative method
is the “design-based research”. A unique case study is described
in this paper to evaluate and validate that the “design-based
research” method is applicable in some ICT areas as is the
educational technology, supposing a fundamental part of their
research methodology.
I. INTRODUCTION
Information and Communications Technologies (ICT) is a
term that refers the joint role of telecommunication field and
Computer Sciences which enable users to create, access, store,
transmit, and manipulate information. The term ICT was born
as a result of the emerging convergence of audio-visual and
telephone networks with computer networks. The term was
first used in 1997 in a report by Dennis Stevenson to the
UK government [1] [2]. At present, ICT is a research field
comprising wide variety of research disciplines such as electronic
devices design, signal processing, telematic, software
engineering amongst many others.
Research methodology in fields like ICT has traditionally
relied on only quantitative approaches [3]. Many researches
have generally dismissed qualitative research. They asserted
that this methodology gave no valid findings because they is
based on the analyzes of a single case or a few cases [4].
However, qualitative approaches are required in some research
cases where quantitative approaches are not a suitable methodology.
To analyze cultural values or social behaviors needs
methods of data collection like observation or interviewing
that depict the nuances of the human living.
ICT can be applied in the field of Learning Sciences.
Learning Sciences aim at understanding of learning processes
as well as designing and implementation of learning innovations
that improve teaching methodologies. ICT can facilitate
learning by creating, using and managing appropriate educational
technology. In order to test and refine the innovative
solutions based on ICT, learning sciences need dealt with
real environments. In that regard, qualitative approaches like
Fig. 1. Predictive versus design-based research [5].
“design-based research” method have recently received considerable
attention by researchers in education as an emerging
framework that can guide better educational research. “Designbased
research” method allows to build a strong connection
between educational research and real-world problems [5].
The traditional methodology in Learning Sciences (Figure
1) tested new techniques or devices in a controlled environment.
The new hypotheses based on the observation or
existing theories were tested in short duration experiments
because of time constraints. Taking into account the test
results, the hypotheses was refined in subsequent iterations.
After the refinement, the new techniques were applied by
practitioners in long-term experiments in real environments.
Then, the drawback of this methodology is that there were no
feedback refining the hypotheses after the application in real
environments. In contrast, “design-based research” method
(Figure 1) begin with the negotiation of research goals between
practitioners and researchers. This new research methodology
sees the practitioner as a valuable partner in identifying
problems that merit investigation. The development of design
principles is conducted through several testing and refinement
cycles. Data collected allows to re-define the problems, possible
solutions, and the principles that might best address
them [5]. Thanks to schools become “living laboratories”, the
researches can investigate in real-world settings. Accordingly,
“design-based research” method generates more transferable
and useful results.
Through a case study related to “design-based research”
method in educational technology, this paper analyzes the
role of the qualitative research in the ICT. The remainder
of this document is arranged as follows: Section 2 reviews
the previous related work where the “design-based research”
method have been successfully applied in the research of use
of technology in education. Next, Section 3 presents the main
propose of the paper. Section 4 describes the methodology
applied to evaluate the hypotheses presented in the Section
3. Section 5 shows a validation of “design-based research”
method as suitable tool for the research of use of technology
in education. Finally, Section 6 draws conclusions, limitations
and future work.
II. RELATED WORK
ICT have been successfully applied in education through
the “design-based research” method. Next, we present some
of many studies on the use of ICT in Learning Sciences. Dede
et al. [6] used graphical multi-user virtual environment as a
vehicle to study the teaching potential of immersible simulations.
Students learned to behave as scientists in a virtual
world, while they collaboratively identified problems through
observation and inference, formed and tested hypotheses, and
deduced evidence-based conclusions about underlying causes.
Herrington et al. [7] addressed the issue of the significant
gap between the level of difficulty in academic problems
and practical problems. Web-based environment was designed
to recreate a real environment where the students resolved
practical problems. Also, video games have been successfully
applied in learning. Robertson and Howells [8] used a video
game based on Neverwinter Nights Video Game in a class of
thirty primary 6 (9 – 10 year old) pupils. The results of the
experiment showed that the children was able to learn to solve
problems collaboratively and alone. Also, the pupils were able
to apply their new learning to new situations.
III. HYPOTHESIS FORMULATION
The aim of this study is to provide a new evidence that
qualitative research is a valuable research methodology in
ICT. To that propose, a case study where ICT is applied
in Learning Sciences will be designed. The study case will
test an innovative educational technology according to the
“model-based research” methodology. Then, the hypothesis
formulation that will pretend to resolve in this paper is the
following: “to demonstrate that the “model-based research”
method, as a concrete qualitative research method, is applicable
to the educational technology area, as a part of the
Learning Sciences that is directly related with the ICT research
environment”.
IV. CASE STUDY OF DESIGN-BASED RESEARCH
It is necessary to evaluate the previous hypothesis and it
is complicated to carry out this evaluation with a quantitative
research methodology. This research methodology requires to
use variables and to do measures that in this hypothesis is
very complicated to obtain by their nature. Then, is proposed
to use a qualitative research methodology to obtain qualitative
results to evaluate. The proposed methodology is the case
Fig. 2. “Design-based research” method used.
study method [9], in concrete a unique case study relative
to the educational technology area. Obviously, this case study
will be raised with the “design-based research” methodology.
The proposed case study will be carried out in a secondary
educational school, using two groups of ten students of 14
years old and one teacher. The intentionality of this case study
is to evaluate that students of each group can be learn to write
a letter in the Microsoft Word program in a one-hour session.
For that, it will be used a “design-based research” method
to design the process of learning using, in a first part and in
the first group the “traditional” tools, and in a second part
in a second group the technological tools. In the second part,
basically are used two technological tools: 1) a wiki to describe
the lesson’s steps and examples that will be done by students in
the session, the material that will be used by students, and the
results and valuations that these students will generate during
the session; and 2) a digital board to explain with annotations
by the teacher to students some important steps of the lesson.
This case study will be carried out by two researchers that,
previously to the main session, must have a pre-session with
the teacher to explain which tools and procedures will be
execute in the session. During the session they will be present,
but do not interact on this. Throughout the case study will be
a collection of values that will be explained in the following
section.
Finally, the definition of the “design-based research” method
that will be used in the case study is described in the following
points (Figure 2):
First of all, researchers and teacher will define the goals
to achieve with both sessions, both educational level and
research level.
In the first session, the first group of ten students will
execute the lesson without using the technological tools,
using for that the “traditional” tools (i.e., paper and
blackboard).
Then, in the second session, the second group of ten students
will execute the same lesson using the technological
tools (i.e., wiki and digital board).
Finally, researchers and teacher will answer if the goals
that were proposed in the first point have been achieved,
comparing both sessions.
V. VALIDATI