A framework for designing a gamified system that promotes knowledge of water sustainability
- Authors: Kunjuzwa, Dumani Tau
- Date: 2024-12
- Subjects: Computer science , User interfaces (Computer systems) , Water-supply -- Management
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10948/69349 , vital:77216
- Description: Water shortages are becoming increasingly common and raising awareness thereof has been proposed as a key strategy for empowering citizens with knowledge relevant to promoting water sustainability. This knowledge should incorporate indigenous knowledge, which is unique and confined to a particular culture. Indigenous knowledge has been recognised as the key to sustainable social and economic development. Knowledge incorporated within appropriate technologies can be a transformative solution to promote sustainable consumption of natural resources. This study aimed to develop a framework with strong theoretical connections that can be used as a guide for designing and developing technological solutions for promoting knowledge, attitude, and practices (KAP) of water sustainability. Gamification, serious games, and community social networks were identified as appropriate technologies for implementing these solutions. Design Science Research (DSR) was an appropriate research methodology for this research. As the requirement of the DSR methodology, a framework was designed that considered relevant theories. The two theories (Self-Determination Theory and Social Capital Theory) were incorporated into the framework. The framework can guide other researchers in developing gamified systems that promote the KAPs of water sustainability. This framework was the theoretical artefact of the study. The research context was the Eastern Cape Province of South Africa where the data was collected from two municipalities namely, the Nelson Mandela Bay and Buffalo City Metro, which have both experienced water shortages in recent years. Quantitative and qualitative data collection methods were used. Qualitative data was collected from brainstorming sessions and expert reviews that were conducted with various stakeholders that assisted with designing and evaluating the prototype designs of the gamified solution. For the design of the study’s artefacts, a participatory research approach was adopted. Participants were recruited to complete an online survey, which ran for three months. The findings revealed that citizens’ knowledge is closely correlated to the attitudes and practices of citizens regarding water sustainability. In addition, the findings showed that the knowledge of the citizens in the Eastern Cape Province was relatively low on water practices such as conservation and filtering methods. These results were considered in the design of the practical artefact and the instantiation findings. One limitation of this study was the limited number of indigenous participants in the survey. Other limitations were the lack of experts with indigenous knowledge and the lack of indigenous knowledge documentation. The promotion of water sustainability knowledge in communities would be more effective with the use of gamification and social community networks. In principle, the enhancement in water sustainability knowledge would promote the citizens’ good practices and attitudes (behavioural) related to water sustainability. Since 2015, a significant portion of South Africa's Eastern Cape Province has been suffering from a severe drought. This province is one of the regions of the country where weather patterns have changed dramatically, and as a result, most households were left vulnerable to the water shortage problem. While the broad topic of water sustainability is widely discussed in the literature, the role of appropriate technologies in promoting knowledge of water sustainability is still under-researched. This gap provided a significant potential for investigation by sustainability to design a technological and theoretical solution for promoting knowledge of water sustainability. This study contributes to the body of knowledge by delivering three DSR artefacts namely, a Framework for Designing a Gamified System that Promotes Knowledge of Water Sustainability; the design guidelines that supplement the framework, and a practical instantiation of the framework. , Thesis (DPhil) -- Faculty of Science, School of Computer Science, Mathematics, Physics and Statistics, 2024
- Full Text:
- Date Issued: 2024-12
- Authors: Kunjuzwa, Dumani Tau
- Date: 2024-12
- Subjects: Computer science , User interfaces (Computer systems) , Water-supply -- Management
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10948/69349 , vital:77216
- Description: Water shortages are becoming increasingly common and raising awareness thereof has been proposed as a key strategy for empowering citizens with knowledge relevant to promoting water sustainability. This knowledge should incorporate indigenous knowledge, which is unique and confined to a particular culture. Indigenous knowledge has been recognised as the key to sustainable social and economic development. Knowledge incorporated within appropriate technologies can be a transformative solution to promote sustainable consumption of natural resources. This study aimed to develop a framework with strong theoretical connections that can be used as a guide for designing and developing technological solutions for promoting knowledge, attitude, and practices (KAP) of water sustainability. Gamification, serious games, and community social networks were identified as appropriate technologies for implementing these solutions. Design Science Research (DSR) was an appropriate research methodology for this research. As the requirement of the DSR methodology, a framework was designed that considered relevant theories. The two theories (Self-Determination Theory and Social Capital Theory) were incorporated into the framework. The framework can guide other researchers in developing gamified systems that promote the KAPs of water sustainability. This framework was the theoretical artefact of the study. The research context was the Eastern Cape Province of South Africa where the data was collected from two municipalities namely, the Nelson Mandela Bay and Buffalo City Metro, which have both experienced water shortages in recent years. Quantitative and qualitative data collection methods were used. Qualitative data was collected from brainstorming sessions and expert reviews that were conducted with various stakeholders that assisted with designing and evaluating the prototype designs of the gamified solution. For the design of the study’s artefacts, a participatory research approach was adopted. Participants were recruited to complete an online survey, which ran for three months. The findings revealed that citizens’ knowledge is closely correlated to the attitudes and practices of citizens regarding water sustainability. In addition, the findings showed that the knowledge of the citizens in the Eastern Cape Province was relatively low on water practices such as conservation and filtering methods. These results were considered in the design of the practical artefact and the instantiation findings. One limitation of this study was the limited number of indigenous participants in the survey. Other limitations were the lack of experts with indigenous knowledge and the lack of indigenous knowledge documentation. The promotion of water sustainability knowledge in communities would be more effective with the use of gamification and social community networks. In principle, the enhancement in water sustainability knowledge would promote the citizens’ good practices and attitudes (behavioural) related to water sustainability. Since 2015, a significant portion of South Africa's Eastern Cape Province has been suffering from a severe drought. This province is one of the regions of the country where weather patterns have changed dramatically, and as a result, most households were left vulnerable to the water shortage problem. While the broad topic of water sustainability is widely discussed in the literature, the role of appropriate technologies in promoting knowledge of water sustainability is still under-researched. This gap provided a significant potential for investigation by sustainability to design a technological and theoretical solution for promoting knowledge of water sustainability. This study contributes to the body of knowledge by delivering three DSR artefacts namely, a Framework for Designing a Gamified System that Promotes Knowledge of Water Sustainability; the design guidelines that supplement the framework, and a practical instantiation of the framework. , Thesis (DPhil) -- Faculty of Science, School of Computer Science, Mathematics, Physics and Statistics, 2024
- Full Text:
- Date Issued: 2024-12
Exploring user-driven telephony services in an information and communication technology for development context
- Authors: Kunjuzwa, Dumani Tau
- Date: 2011
- Subjects: Digital divide -- South Africa -- Eastern Cape , Information technology -- Social aspects -- South Africa -- Eastern Cape , Information technology -- Government policy -- South Africa -- Eastern Cape , Information society -- South Africa -- Eastern Cape , Telecommunication -- Social aspects -- South Africa -- Eastern Cape , Rural development -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Masters , MSc (Computer Science)
- Identifier: vital:11383 , http://hdl.handle.net/10353/546 , Digital divide -- South Africa -- Eastern Cape , Information technology -- Social aspects -- South Africa -- Eastern Cape , Information technology -- Government policy -- South Africa -- Eastern Cape , Information society -- South Africa -- Eastern Cape , Telecommunication -- Social aspects -- South Africa -- Eastern Cape , Rural development -- South Africa -- Eastern Cape
- Description: There is a great difference that exists between people who have access to Information and Communication Technologies (ICTs) and those who do not. As a developing nation, South Africa is badly affected by the so-called Digital Divide. Information and Communication Technology for Development (ICTD) interventions are rapidly increasing in marginalized and rural communities in striving to bridge this digital divide. This research project is undertaken within the context of the Siyakhula Living Lab (SLL) which is an ICTD intervention at Dwesa rural community. This research investigates how audio-based services can be applied locally for communication and information sharing. This research aims to develop a user-driven telephony framework which will enable users to construct customized audio-based services. This aims to empower the Dwesa community for skill development and supports the user-driven innovation. The Internet and Telephones are the most popular technologies that are widely used in our daily life for purposes of communication and information access. Voice over Internet Protocol (VoIP) integrates these two separate technologies (Internet and Telephones) to produce real-time multimedia communication services such as Interactive Voice Response (IVR) systems. In addition, the ability of VoIP presenting information through voice plays a crucial role, more especially to those who do not have web visual access or those who are computer illiterate.
- Full Text:
- Date Issued: 2011
- Authors: Kunjuzwa, Dumani Tau
- Date: 2011
- Subjects: Digital divide -- South Africa -- Eastern Cape , Information technology -- Social aspects -- South Africa -- Eastern Cape , Information technology -- Government policy -- South Africa -- Eastern Cape , Information society -- South Africa -- Eastern Cape , Telecommunication -- Social aspects -- South Africa -- Eastern Cape , Rural development -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Masters , MSc (Computer Science)
- Identifier: vital:11383 , http://hdl.handle.net/10353/546 , Digital divide -- South Africa -- Eastern Cape , Information technology -- Social aspects -- South Africa -- Eastern Cape , Information technology -- Government policy -- South Africa -- Eastern Cape , Information society -- South Africa -- Eastern Cape , Telecommunication -- Social aspects -- South Africa -- Eastern Cape , Rural development -- South Africa -- Eastern Cape
- Description: There is a great difference that exists between people who have access to Information and Communication Technologies (ICTs) and those who do not. As a developing nation, South Africa is badly affected by the so-called Digital Divide. Information and Communication Technology for Development (ICTD) interventions are rapidly increasing in marginalized and rural communities in striving to bridge this digital divide. This research project is undertaken within the context of the Siyakhula Living Lab (SLL) which is an ICTD intervention at Dwesa rural community. This research investigates how audio-based services can be applied locally for communication and information sharing. This research aims to develop a user-driven telephony framework which will enable users to construct customized audio-based services. This aims to empower the Dwesa community for skill development and supports the user-driven innovation. The Internet and Telephones are the most popular technologies that are widely used in our daily life for purposes of communication and information access. Voice over Internet Protocol (VoIP) integrates these two separate technologies (Internet and Telephones) to produce real-time multimedia communication services such as Interactive Voice Response (IVR) systems. In addition, the ability of VoIP presenting information through voice plays a crucial role, more especially to those who do not have web visual access or those who are computer illiterate.
- Full Text:
- Date Issued: 2011
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