Research Method
Please complete the requirements noted on the attachment for the “Research Methodology” section of the dissertation. Below is the problem statement, purpose statement, and research questions for this phenomenological qualitative study:
1. The problem to be addressed by this study is despite the potential benefits of using gaming technology, nurse educators resistance to change adoption regarding the implementation of gaming technology in the classroom which hinders the nursing programs ability to educate qualified students.
2. The purpose of this qualitative, phenomenological study is to explore, describe, and understand the lived experiences of nurse educators’ reluctance to change adoption toward the use of gaming technology in a classroom setting at an urban community college and to expand upon the current literature. Participants will be chosen due to their specific role, expertise, and awareness on their respective levels of healthcare training concerning gaming technology. The study population consists of 18 Nursing Full-Time faculty at an urban Community College in Manhattan, New York. The number of faculty members who are selected is to ensure data saturation. A sample of 12 purposefully selected participants representing each course level within the nursing program, who are willing to sign informed voluntary consent will be recruited. The course levels are selected to obtain a cross-reference of faculty who are currently teaching nursing courses. Nurse educators who serve part-time or administrative capacity will be excluded from the participants. Data collection will include in-depth interviews using open-ended questions and direct observations of classroom environment. The data will be transcribed and entered into a textual analysis software program for organization and thematic analysis. The goal is to identify themes, such as patterns from the data that are important using Braun & Clarkes (2006) 6-step framework. The thematic approach is selected because it is a flexible approach and works with this study, since it does not adhere to a specific design. The aim is ultimately to make gaming technology easier to use for new and experienced nurse educators, leading to increased learning for students and better patient outcomes.
3. RQ1. What role does change adoption play in the experiences of nursing education faculty when implementing gaming technology into courses?
RQ2. What are the lived experiences of nursing education faculty members who have resisted change regarding implementation of gaming technology into courses?
4. Use 25 references with synthesis.
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