ABSTRACT

In the autumn of 1998, five pairs of Grade 9 students played the computer game Starship Titanic. In order to preserve a complete record of the game as played, we videotaped the screen from behind their shoulders and audiotaped all the conversation as the students explored the game. After forty-five minutes or so, we stopped and replayed the video so that students could comment retrospectively on the decisions and responses they had made while playing. This second, retrospective commentary was also audiotaped, and the two parallel transcripts were later aligned in two columns, using the audio cues from the videotaped game to make the connections.