ABSTRACT

This brief section, which appears between chapters, is a case study in thinking with things. To understand the embodied learner, a closer look at a particular artifact or type of object can illuminate the interaction that evokes inquiry and learning. This Interlude focuses on an example of a digital thing to think with, qualitative research software. When graduate students use this software while learning to become qualitative researchers, the instructor, the student, and the student’s classmates gain greater insight into the student’s thought process and the nature of their data, supporting multiple approaches to analysis.