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Collaborative Immersive Qualitative Analysis – A scenographic turn in postdigital research
Educational research is under heavy influence of the algorithmic and computational approaches to studies of educational practice. Methods and techniques such as Learning Analytics and Data Visualization seemingly provide “visualized facts” of human actions (Kitchin et al., 2015). Human actions can be tricky to translate into a piece of code and while the visualized facts hold a tremendous persuasive power, it is also clear that practice is reduced, recoded or abstracted into proxies of the event (Crescenzi-Lanna, 2020). In this presentation, we introduce Collaborative Immersive Qualitative Analysis (CIQA) (Davidsen & McIlvenny, 2022) as a postdigital and networked research environment for to studies of educational practice. CIQA brings together qualitative research and recent developments within Virtual Reality (VR) to explore new ways of approaching analysis of human action and educational practice. We turn to research in scenography and theatre (Burian, 1974; Howard, 2002) to highlight that a postdigitial research environment is about actualizing, inhabiting and sensing the educational practice more than producing visualized and cartographic facts. CIQA is about actualizing the scenography of an educational setting more than a step-by-step method – it is a way of inhabiting the educational practice again and again and a way of researching and actualizing “the messy, entangled and unpredictable nature of the socio-technical relationships that constitute education” (Jandrić & Knox, 2021, pp. 5–6) together with fellow peers in VR. CIQA is made possible due to recent developments in VR and 360° video (360VR). The BigSoftVideo group in Aalborg University (Denmark) have pioneered immersive research environments with software packages like AVA360VR and CAVA360VR. With CAVA360VR we offer a networked environment for postdigital research – originally used for live distance video data sessions (McIlvenny, 2020). In CAVA360VR researchers can watch and annotate a 360° video recording with peers that are not physically present in the same space but are virtually present in a shared scenography. To illustrate the actualization of a scenography, we will analyse examples of collaborative immersive qualitative analysis to unfold the boundaries and practices of a postdigital research environment.
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