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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Digital game-based learning: effects on students' perceptions and achievements in a business process management course

Grace, Thomas January 2016 (has links)
For the Degree of MCom by Dissertation in the Field of Information Systems / The study aimed to investigate the impact of the introduction of digital game-based learning (DGBL) and its effect on students’ perceptions of competence, usefulness, and enjoyment, as well as their achievement. The context of the study was a third year Business Process Management (BPM) module, within an information systems course at the University of the Witwatersrand. Eight research questions were formulated and ten hypotheses were derived. The study was underpinned by Deci and Ryan (2002)’s self-determination theory (SDT) of human motivation, which included two of the sub-theories of SDT, cognitive evaluation theory (CIT) and organismic interaction theory (OIT), as well as Ryan et al. (2006)’s adaptation of the construct of presence into SDT. The study adopted a single group natural experiment pre-post design and a longitudinal relational design. The study was conducted with a sample of 24 students. Three baseline surveys were used to measure students’ levels of intrinsic motivation, perceived competence and perceived usefulness. This was done prior to the introduction of IBM’s Innov8 2.0, which was the digital learning game used in the study. The baseline surveys were administered one week apart, prior to the introduction of the game. After the game was introduced, an endline survey was used to capture students’ levels of intrinsic motivation, perceived competence, perceived usefulness and presence with the game. Learning achievement was measured through the use of three assessments conducted one week, one month and two months after the end of the BPM course. Hypothesis testing was conducted using t-tests, correlation, and PLS regression techniques. Results confirmed significant effects of the digital game to decrease perceived competence, a positive relationship between intrinsic motivation and achievement, and a positive relationship between presence and intrinsic motivation. As a result of the study, we now know that DGBL effects achievement through intrinsic motivation when in close proximity to the assessments. DGBL can appear to decrease perceived competence as it appears to be a feedback mechanism, which should be seen as a positive rather than negative effect. Certain DGBL characteristics such as presence increase intrinsic motivation perceptions. / MT2017
2

The ease of use and perceived usefulness of a selected computer game in expanding vocabulary in English among students at a university of technology

Lingwati, Matshafeni Lucas January 2016 (has links)
Submitted in fulfilment of the requirements of the Master of Information and Communications Technology Degree, Faculty of Accounting and Informatics, Durban University of Technology, Durban, South Africa, 2016 / The need to utilize English in daily International communications within broad settings, such as business and academia, is accelerated by Information and Communications Technologies (ICT) and internationalisation. Internationalisation introduces the increased need (through ICT) to communicate through a common language (global language) and English has evolved into such a ‘global language’. There is evidence in the literature indicating that teachers assume that students have the educated ‘guessing skill’ in the ability to read and write efficiently in English. Literature further proves that limited ESL proficiency is still a major drawback for the efficient and effective use of English as a medium of instruction both in academe and in other industries. Therefore, the current study postulates that interventions such as perceived educational themed computer game playing could facilitate English vocabulary improvement; an approach believed to be more appealing to the students of this ICT-dominated world than traditional rote learning. As a result, students of the Internet age more receptive towards vocabulary conveyed through ICT tools, as opposed to traditional printed texts. The focus of this study was on the utilization of an ICT tool in the form of a computer game in supplementing teaching and learning of English vocabularies. This quasi-experimental mixed methods’ research used seven research instruments that incorporated both qualitative and quantitative data collection methods. This research attempted to investigate the effectiveness of a selected computer game on English vocabulary improvement using engineering students (participants) that served as either the control or experimental groups. Data analysis tests, such as Wilcoxon Signed Ranks, Chi-Square and Paired Samples T-Test assisted in analysing the data collected for this study. The significant findings of this study indicate that the study’s selected computer game was easy to use and useful, because there were improvements in English vocabulary amongst participants resulting from the game. Further lessons learned from this study confirm that ICT relevant tools (such as this study’s computer game), do complement teaching and learning. These findings also align with the study’s theoretical framework by indicating that perceived ease of use and usefulness of the study’s selected computer game have an influence towards English vocabulary improvement. / M
3

Rethinking the role of Mahundwane as an educational game for Vhavenda speaking youth

Daswa, Thizwilondi Joanbeth 18 May 2018 (has links)
MAAS / Department of African Studies / The aim of the study was to rethink the role of mahundwane as an educational game for Vhavenda speaking youth. Since time-immemorial, mahundwane has been an integral part in empowering the Vhavenda youth for marriage, sexuality education, moral behaviour and other African values. It has been noted that with the advent of modernisation and lack of documentation, mahundwane has been abandoned by the majority of Vhavenda youth resulting in many social-ills like teenage pregnancy and others. The overall objectives were to explore the nature and the process of mahundwane as an educational game for Vhavenda youth, to identify the teaching acquired during mahundwane game and to examine the educational value of mahundwane in Vhavenda youth. The study was founded on the socio-cultural theory and modernisation theory to attain its findings. This study utilised the qualitative research design. Data collection methods included face-to-face semi-structured interviews, observations and focus group discussions. The study participants were selected using purposive and snow-balling sampling. To effectively document the nature, processes and the role of mahundwane in educating the youth, community elders and other knowledge holders were engaged. This study was of importance in reviving some indigenous games that are almost extinct. The study recommends an introduction and intensive expansion of social media technologies, inclusion of the indigenous games into the education curriculum and introducing copyright and intellectual property rights to effectively address the extinction of indigenous games and practices. / NRF
4

Teachers' understanding and use of digital play for language acquisition in Grade R

Van der Westhuizen, Leonie Magdalena 11 1900 (has links)
Teachers tend to use traditional teaching methods, even though young learners are more digitally oriented. The purpose of this study was to analyse teachers' understanding and practices in grade R classes to clarify their use of digital play for language acquisition. The participants consisted of eight grade R teachers at one selected primary school in an urban area that had access to digital technology. Bronfenbrenner's ecological systems theory as a theoretical framework informed this study. This qualitative single case study generated data from teacher participants and their interaction with the learners. The data generation included semi-structured individual interviews, focus group interviews, and non-participant observations. Analyses to answer the research questions were conducted by means of thematic analysis. The main finding was that grade R teachers have some knowledge and understanding of digital play and they are willing to try new games, but they feel they need to know more about digital technology and the use of digital games for language acquisition. Recommendations include the need for the development of more digital games relevant to language acquisition and for teachers to adopt relevant pedagogies to benefit from available digital games. A similar study in a rural area and a comparison between this study and such a study will then be useful in determining teachers' understanding and use of digital play for language acquisition. / Onderwysers is geneig om tradisionele onderrigmetodes te gebruik, selfs al is jong leerders meer digitaal georiënteerd. Die doel van hierdie studie was om onderwysers se begrip en praktyke in graad R-klasse te ontleed, om hul gebruik van digitale spel vir taalverwerwing duidelik te maak. Die deelnemers het bestaan uit agt graad R-onderwysers by een uitgesoekte laerskool in ʼn stedelike gebied, met toegang tot digitale tegnologie. Hierdie studie is geïnspireer deur Bronfenbrenner se ekologiese stelselteorie as ʼn teoretiese raamwerk. Hierdie kwalitatiewe enkelgevallestudie het data van onderwyser-deelnemers en hul interaksie met die leerders gegenereer. Die datagenerering het halfgestruktureerde individuele onderhoude, fokusgroeponderhoude en niedeelnemer-waarnemings ingesluit. Die vernaamste gevolgtrekking was dat graad R-onderwysers oor ʼn mate van kennis en begrip van digitale spel beskik en dat hulle bereid is om nuwe speletjies te probeer, maar hulle voel hulle behoort meer te weet van digitale tegnologie en die gebruik van digitale speletjies vir taalverwerwing. Aanbevelings sluit in: die behoefte aan die ontwikkeling van meer digitale speletjies wat op taalverwerwing betrekking het; en dat onderwysers tersaaklike pedagogieë moet inspan om uit die beskikbare digitale speletjies voordeel te trek. ʼn Soortgelyke studie in ʼn landelike gebied en ʼn vergelyking tussen hierdie studie en so ʼn studie sal dan nuttig wees om onderwysers se begrip en gebruik van digitale spel vir taalverwerwing te bepaal. / Barutiši ba na le go šomiša mekgwa ya sekgale ya go ruta, le ge e le gore baithuti ba baswa ba na le tsebo ya theknolotši. Morero wa nyakišišo ye e be e le go sekaseka mašomelo le kwešišo ya barutiši ka diphapošing tša kreiti R go hlalosa tšhomišo ya bona ya papadi ya ditšitale ya go ithuta polelo. Bakgathatema ba bopilwe ke barutiši ba seswai ba kreiti R sekolong se se kgethilwego sa poraemari ka nagasetoropong seo se nago le theknolotši ya ditšitale. Teori ya mekgwa ya ekolotši ya Bronfenbrenner bjalo ka foreimiweke ya teori e thekgile nyakišišo ye. Kheisesetati ye e tee ya khwalithethifi e tšweleditše datha go tšwa go bakgathatema ba e lego barutiši le kopano ya bona le baithuti. Tšweletšo ya datha e akareditše dipoledišano tša motho o tee ka o tee tša go beakanywa seripa, dipoledišano tša go nepiša sehlopha, le ditlhokomelo tša ba go se kgathe tema. Ditshekatsheko go araba dipotšišo tša dinyakišišo di dirilwe ka go šomiša tshekatsheko ya thematiki. Kutullo ye kgolo e bile gore barutiši ba kreiti R ba na le tsebo le kwešišo ye nyane ya papadi ya ditšitale le gore ba rata go leka dipapadi tše diswa, eupša ba kwa ba nyaka go tseba tše ntši ka ga theknolotši ya ditšitale le tšhomišo ya dipapadi tša ditšitale tša go ithuta polelo. Ditšhišinyo di akaretša nyakego ya tlhabollo ya dipapadi tša ditšitale tše ntši tša maleba go ithuteng polelo le gore baithuti ba amogela serutiši sa maleba gore ba holege dipapading tša ditšitale. Nyakišišo ye bjalo nagamagaeng le papišo gare ga nyakišišo ye le nyakišišo ye bjalo gona e tla ba le mohola taetšong ya kwešišo ya barutiši le tšhomišo ya papadi ya ditšitale ya go ithuta polelo. / Curriculum and Instructional Studies / M. Ed. (Curriculum Studies)

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