Linganisha mbinu
Pitia mbinu ulizochagua bega kwa bega; safu zinazotofautiana zinaangaziwa.
| Utafiti wa Kidijitali wa Kienografia wa Sehemu Husika× | Utafiti Shirikishi wa Maingiliano wa Kidijitali× | |
|---|---|---|
| Nyanja | Mbinu za Kimaelezo | Mbinu za Kimaelezo |
| Familia | Process / pipeline | Process / pipeline |
| Mwaka wa asili | 2000s–2010s | 2000s–2010s |
| Mwanzilishi≠ | Christine Hine; Sarah Pink et al. | Sarah Pink and colleagues; building on Christine Hine's virtual ethnography and Kemmis & McTaggart's participatory action research traditions |
| Aina | Qualitative research design | Qualitative research design |
| Chanzo asilia≠ | Hine, C. (2000). Virtual Ethnography. Sage. ISBN: 978-0761958956 | Pink, S., Horst, H., Postill, J., Hjorth, L., Lewis, T., & Tacchi, J. (2016). Digital Ethnography: Principles and Practice. Sage. ISBN: 978-1446200957 |
| Majina mbadala | connective ethnography, blended digital ethnography, hybrid online-offline ethnography, field-integrated digital ethnography | PDE, collaborative digital ethnography, participatory online ethnography, participatory virtual ethnography |
| Zinazohusiana≠ | 6 | 3 |
| Muhtasari≠ | Field-based digital ethnography is a qualitative research design that combines traditional in-person fieldwork with systematic collection and analysis of digital data. Rather than studying online communities in isolation, it traces how social life moves between physical settings and digital spaces, treating both as equally real sites of cultural practice. Rooted in Christine Hine's virtual ethnography and Sarah Pink's digital ethnography principles, it is particularly suited to studying communities whose practices span offline and online worlds. | Participatory Digital Ethnography (PDE) is a qualitative research design that combines the immersive observation of digital ethnography with the collaborative, co-inquiry stance of participatory action research. Researchers work alongside community members within digital environments — social media platforms, online forums, gaming worlds, or hybrid digital-physical spaces — co-producing knowledge rather than studying participants from a detached observer position. |
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