A model to measure the digital competence of South African citizens
- Authors: Du Preez, Creswell Martin
- Date: 2024-04
- Subjects: Communication of technical information , Digital divide , Information technology -- Social aspects , Information society
- Language: English
- Type: Doctoral theses , text
- Identifier: http://hdl.handle.net/10948/64522 , vital:73746
- Description: The rapid proliferation of disruptive technologies is a paradigm shift fundamentally changing how humanity lives, works, communicates, and relates to each other. Many governments are implementing digital transformation strategies to improve service delivery, citizen participation, and information-sharing mechanisms. South Africa has identified digital skills as a key challenge to becoming a professional and globally competitive knowledge society. However, the 2016 Global IT Report of the World Economic Forum highlights the skills problem in South Africa, ranking it 95th out of 139 countries on the skills pillar. This is due to poor quality of education, particularly in math and science. Furthermore, the COVID-19 pandemic significantly underscored the importance of digital competence in South Africa, highlighting both challenges and opportunities. As the pandemic forced a shift to remote work, education, and digital service delivery, the disparities in digital access and skills became more apparent, especially in under-resourced communities. This situation revealed the urgent need to enhance digital competence across the population to bridge the digital divide. On the other hand, the pandemic also acted as a catalyst for digital transformation in the country. There was an accelerated adoption of digital technologies in various sectors, from education using online platforms to businesses embracing e-commerce. This rapid shift showcased the potential of digital technology to foster resilience against such disruptions. It highlighted citizens’ critical need for comprehensive digital competence to navigate this new digital landscape effectively. A gap exists between current online digital skills training programmes and the ability of citizens to participate in the same. While mega-vendors like Microsoft, Google, and Oracle offer virtual training on specific technologies, it is argued that users need digital competence training before participating in these opportunities. In other words, be able to access online training platforms, create a user account, use secure passwords, and navigate online training systems. This critical component is not holistically addressed across the education system in South Africa. Furthermore, digital competence is a new concept in the South African context and has not been holistically assessed until now. This study sets out to develop a digital competence assessment model to measure the digital competence of South African citizens. Research was conducted to understand digital competence, its characteristics and assessment models and frameworks. A suitable framework was then selected and adapted for the South African context. The adapted framework was used to develop a South African Digital Competence Assessment Model. The model consists of a Digital Competence Assessment Grid, which forms the core of the Digital Competence Assessment Model, as well as an example of how the model can be used to develop an assessment questionnaire. The South African Digital Competence Assessment Grid and the Digital Competence Assessment Example were reviewed by experts as part of an expert review process. The recommendations from the experts were used to refine the Digital Competence Assessment Grid. As the concept of digital competence is new to South Africa, implementation strategies and considerations were discussed for the model. As a starting point, implementation resources were developed on how to use the model in the form of a Digital Competence Assessment Model Guide. The study thus makes an important contribution to advancing digital competence assessment in South Africa, which will inform the nature of the development programs needed and from which the competence profiles for various jobs and job families can be generated. , Thesis (DPhil) -- Faculty of Engineering, the Built Environment, and Technology, School of Information Technology, 2024
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- Date Issued: 2024-04
Design ethnography: methodological considerations for rebalancing socio-technical phenomena in CMS performativity
- Authors: Jordaan, Leandra
- Date: 2020
- Subjects: Database management -- Social aspects , Information technology -- Social aspects , Management information systems -- Social aspects , Database management -- Philosophy , Information technology -- Philosophy , Management information systems -- Philosophy
- Language: English
- Type: text , Thesis , Doctoral , PhD
- Identifier: http://hdl.handle.net/10962/164781 , vital:41164
- Description: As a practitioner, I had been part of two Content Management System (CMS) Projects in a particular setting that did not deliver on the expected outcomes. The expected outcomes of the projects included streamlined processes, better access to information, functionalities to drive engagement, reduced time searching for information, and improved reusability of content. As I began to reflect on the projects, a certain discomfort developed when the social aspect was ignored in favour of the technological. I sought a better understanding, but I was unaware of the fact at first. The techno-centricity as a concept found in literature and my experience as content management (CM) practitioner – together informed my interest in rebalancing the social and the technological. Thus, I focused on conduct in performing of tasks and emphasised attention on the practices of experts who gave insight into context of CM and use. The research participants are communication practitioners who have the responsibility to communicate internally and externally on behalf of a publicly-funded university in South Africa. Guided by the abductive argument and literature, the key themes for the research focused on technology, individuals and the organisation. The focus on technology (CMS as a subfield of Information Systems) began with my involvement in two CMS Projects. What came to the fore was that the practitioner perspective, and thus their experiential knowledge are neglected in research and that it may be an over-emphasis on techno-centrism in CMS research. I sought to better balance the social and technological aspects. The second focus on individuals (communication practitioners) was to value the stakeholder who was considered representative of the worldviews of the community. I sought to support corporate communication practices in the task of relationship building with stakeholders. The findings showed that the culture of informatio sharing was low at the University. The third focus on the organisation (the University) was to prioritise the success of the communication undertaken by the University. I interrogated the role of power. I demonstrated how the role of power could be seen as productive and positive in the context of HE, the social reality of CUT, and this IS research itself. I positioned the research as interpretivistic. I used hermeneutics as a mode of analysis because as researcher-practitioner, I am part of the social reality of the research. A safeguard against my subjectivity was the use of Phronesis as an orientation to knowledge. An organisation with a shared understanding of ethics and values will balance instrumental rationality (scientific and technical reasoning) with value-rationality (moral reasoning about right and wrong actions). Phronesis is the virtue that should ensure ethical behaviour in actions, yet over time, social science research, in a quest to mimic the natural sciences, centred on episteme and techne. I constructed the lens by particularising the four value-rational questions of Flyvbjerg’s contemporary Phronesis to the performative perspective of the research. My interest in social reality, as well as socio-technical aspects, have led to design-ethnography (D-E) to emerge as the most suitable and most appropriate approach to the research. D-E asked the prescriptive ‘How’ and descriptive ‘What’ questions, whilst the Flyvbjergian Phronesis lens brought focus on the ‘Why’ question. D-E emphasised the betterment of the interaction and synergy between research conducted and practice. My status as an immersed researcher needed careful consideration, and D-E accepted that a certain level of immersion is necessary, D-E has short interventional fieldwork, and D-E has future-oriented engagement. The contemporary Phronesis used in the research is to enact D-E and not an all-encompassing guide for doing Phronesis research The key contributions to the research are predominantly methodological. The claims draw on evidence focused on the three themes technology, individuals and organisation, and the phenomena of interest which are to rebalance the social and the technological in CM practices. The first claim is that immersion in the context is possible and supported by the specific particularised approaches to the research. The second claim suggests a way to rebalance the socio-technical nature of Information Systems (IS). The third claim suggests that there is a viewpoint for power that is not focused on power’s oppressive nature which could see a diverging focus on power in IS research in future. In this viewpoint, the status quo of social reality is not questioned, nor are their emancipatory ambitions. The fourth and final claim suggests that Phronesis as a lens could enact D-E, which in turn is a method that assists in valuing the experience of the practitioner and the support of collaborative work. The research is recommended for IT/IS practitioners who prefer to value participants’ views in design. The approaches used could be of value for researchers who consider the context of their research to be of higher importance than the generalisation of outcomes. Researchers who find themselves in the position of being immersed in the context but question the correctness of active engagement in the field may discover some value from the research approaches and my experience. Also, researchers or practitioners who have an interest in the balance between social and the technological aspects of IS projects. Researchers or practitioners interested in Phronesis, and perhaps the viewpoint of a lens may also find value in this research.
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- Date Issued: 2020
Factors impacting Tablet PC usage in low-income communities
- Authors: Meiring, Natalie
- Date: 2014
- Subjects: Information technology -- Economic aspects , Information technology -- Social aspects
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: http://hdl.handle.net/10948/4642 , vital:20625
- Description: The purpose of this research was to identify factors that impact on tablet PC usage in low-income communities. In order to determine and identify these factors a main research question and sub-research questions were formulated. The primary research question of this study was "What factors impact on tablet PC usage in low-income communities?" This main research question was answered by creating three sub-research questions followed by triangulating the results from these questions. The first sub-research question was aimed at determining whether prior exposure to touch screen technology impacts the user experience. In order to reach this objective an extensive literature review was conducted on the tablet PC landscape in South Africa. This literature review, coupled with the case study helped answer this first research question. The second sub-research question was concerned with determining whether existing user experience guidelines are relevant to South African users. A thorough literature review was conducted on user experience guidelines and related studies. This literature review, together with the results from the case study helped answer this second research question. The third sub-research question involved identifying specific factors which help improve the user experience of tablet PC users in a specific context. This research question was addressed in the case study. Each sub-research question provided results which were analysed in order to answer the main research question. The factors which impact on tablet PC usage were thus identified and recommendations were proposed.
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- Date Issued: 2014
'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience
- Authors: Khunyeli, Ramotsamai Itumeleng
- Date: 2011
- Subjects: Computer games -- Social aspects , Computer games -- Psychological aspects , Computer games -- Sex differences , Information technology -- Social aspects , Social interaction -- Computer network resources , Local area networks (Computer networks) -- Social aspects , Race discrimination -- Education (Higher) -- Computer network resources
- Language: English
- Type: Thesis , Masters , MA
- Identifier: vital:3534 , http://hdl.handle.net/10962/d1013405
- Description: This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds.
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- Date Issued: 2011