A case study on the role of excel as a teaching and learning tool in influencing learners' interpretation of functions
- Authors: Zakumba, Lwazi Xolisile
- Date: 2014
- Subjects: Microsoft Excel (Computer file) , Computer-assisted instruction , Mathematics -- Study and teaching (Secondary)
- Language: English
- Type: Thesis , Masters , MEd
- Identifier: vital:9455 , http://hdl.handle.net/10948/d1018756
- Description: The aim of this study was to investigate the role Excel could play in influencing Mathematics and Mathematical literacy learners’ interpretation of functions and their attitude towards Mathematics. I used a Mathematical Graphical Diagnostic (MGD) test, an attitude questionnaire, a reflective questionnaire and semi-structured interviews as instruments. The MGD test and the attitude questionnaire were given to 72 volunteer grade 11 learners at a former Model C school in Port Elizabeth, in the Eastern Cape. This group included 50 pure Mathematics learners and 22 Mathematical literacy learners. From this group, a smaller group of 10 learners further took part in the rest of the study were they went through an intervention were Excel was used as a teaching tool, covering concepts concerning functions. This group included 6 pure Mathematics and 4 Mathematical literacy learners. The 10 learners then re-wrote the MDG test and refilled the attitude questionnaire after the intervention. A reflective questionnaire was administered to the 10 learners after the intervention, with 5 learners from the 10 undergoing interviews in order to meet the objectives of the study. The administration of the MDG test and attitude questionnaire, interviews and reflective questionnaire enabled me to explore the relationship between learner performance and their attitude towards Mathematics as a subject, as well as the comparing the attitudes and performances between pure Mathematics and Mathematical Literacy learners. The study followed a qualitative research design, with an element of quantitative research. The qualitative data yielded findings that revealed the effectiveness of using Excel in teaching functions while the quantitative data revealed the difference in attitude and ability between pure Mathematics and Mathematical Literacy leaners. The findings of the study revealed that Excel played a major role in improving pure Mathematics learners’ results but not those of the Mathematical Literacy learners. The study also showed that technology does not necessarily impact on learners’ attitudes positively.
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- Date Issued: 2014
Educating users about information security by means of game play
- Authors: Monk, Thomas Philippus
- Date: 2011
- Subjects: Computer security , Educational games -- Design , Computer networks -- Security measures
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9748 , http://hdl.handle.net/10948/1493 , Computer security , Educational games -- Design , Computer networks -- Security measures
- Description: Information is necessary for any business to function. However, if one does not manage one’s information assets properly then one’s business is likely to be at risk. By implementing Information Security controls, procedures, and/or safeguards one can secure information assets against risks. The risks of an organisation can be mitigated if employees implement safety measures. However, employees are often unable to work securely due to a lack of knowledge. This dissertation evaluates the premise that a computer game could be used to educate employees about Information Security. A game was developed with the aim of educating employees in this regard. If people were motivated to play the game, without external motivation from an organisation, then people would also, indirectly, be motivated to learn about Information Security. Therefore, a secondary aim of this game was to be self-motivating. An experiment was conducted in order to test whether or not these aims were met. The experiment was conducted on a play test group and a control group. The play test group played the game before completing a questionnaire that tested the information security knowledge of participants, while the control group simply completed the questionnaire. The two groups’ answers were compared in order to obtain results. This dissertation discusses the research design of the experiment and also provides an analysis of the results. The game design will be discussed which provides guidelines for future game designers to follow. The experiment indicated that the game is motivational, but perhaps not educational enough. However, the results suggest that a computer game can still be used to teach users about Information Security. Factors that involved consequence and repetition contributed towards the educational value of the game, whilst competitiveness and rewards contributed to the motivational aspect of the game.
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- Date Issued: 2011