Exploring senior phase teachers’ use of Kahoot! Gamification as a formative assessment tool to scaffold mathematical understanding
- Authors: Balele, Silence
- Date: 2024-04
- Subjects: Kahoot! Algebra by DragonBox , Mathematics Computer-assisted instruction , Pedagogical content knowledge , Mathematics Study and teaching (Secondary) South Africa , Gamification , Educational technology , Mathematics teachers Training of South Africa
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/423891 , vital:72102
- Description: In South Africa, digital technology, particularly gamification, continues to become an important teaching and learning tool. Its importance lies in scaffolding mathematical understanding, improving the quality of assessment, and developing twenty-first-century technological skills for effective mathematics assessment. To explore this importance, senior phase mathematics teachers are encouraged to adopt gamification technology such as Kahoot! in assessment. The study adopted a case study research design with a interpretivist research paradigm, as this method allows detailed exploration and understanding of a specific context through a close connection with the participants. Data was collected using semi-structured questionnaires, focus group interviews, non-participant observations, and reflective journals. The research involved ten purposively selected senior-phase mathematics teachers from two schools in the Sarah Baartman District, Eastern Cape Province, South Africa. The study drew upon Vygoysky's Sociocultural Theory for its theoretical framework, while the Technological, Pedagogical, and Content Knowledge was used for analysis. The data analysis pursued an inductive approach. Adopting a thematic analysis included coding participant responses, organizing codes into concepts and categories, and developing a theoretical framework from the resultant categories. A four-phase process was involved: coding, conceptualizing, categorizing, and theorizing, was employed. This process and using NVivo software for data organization and management helped identify patterns, themes, and significant concerns surrounding the study's core subject. The findings from the study were as follows: Firstly, it was revealed that most teachers have a positive perception and attitude towards using Kahoot! for formative assessment, believing that it enhances teaching and learning quality. However, they showed scepticism due to insufficient Information and Communication Technologies knowledge and training. Second, teachers' pedagogical and technological experiences were predominantly enjoyable. Kahoot! was accepted as beneficial for promoting collaboration, interaction, and immediate feedback. Third, the study identified enabling and constraining factors in using Kahoot! for formative assessment. The enabling factors include Kahoot!, which was convenient and accessible, promoted immediate feedback and fostered collaboration and interaction. The constraining factors include Information and Communication Technologies and network interference, which posed limitations. The research concluded that Kahoot! as a platform for formative assessment indeed scaffold mathematical understanding. The study recommends increasing teachers' access to educational technology, incorporating continuous professional development programs, providing subject-specific training, and encouraging teachers to adapt to emerging technologies. The study also provided recommendations for future research to explore learner perceptions, employ a mixed methods approach to help quantify learner performance and investigate the pedagogical and technological experiences of senior phase mathematics teachers regarding formative assessment. , Thesis (MEd) -- Faculty of Education, Secondary and Post-School Education, 2024
- Full Text:
- Date Issued: 2024-04
- Authors: Balele, Silence
- Date: 2024-04
- Subjects: Kahoot! Algebra by DragonBox , Mathematics Computer-assisted instruction , Pedagogical content knowledge , Mathematics Study and teaching (Secondary) South Africa , Gamification , Educational technology , Mathematics teachers Training of South Africa
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/423891 , vital:72102
- Description: In South Africa, digital technology, particularly gamification, continues to become an important teaching and learning tool. Its importance lies in scaffolding mathematical understanding, improving the quality of assessment, and developing twenty-first-century technological skills for effective mathematics assessment. To explore this importance, senior phase mathematics teachers are encouraged to adopt gamification technology such as Kahoot! in assessment. The study adopted a case study research design with a interpretivist research paradigm, as this method allows detailed exploration and understanding of a specific context through a close connection with the participants. Data was collected using semi-structured questionnaires, focus group interviews, non-participant observations, and reflective journals. The research involved ten purposively selected senior-phase mathematics teachers from two schools in the Sarah Baartman District, Eastern Cape Province, South Africa. The study drew upon Vygoysky's Sociocultural Theory for its theoretical framework, while the Technological, Pedagogical, and Content Knowledge was used for analysis. The data analysis pursued an inductive approach. Adopting a thematic analysis included coding participant responses, organizing codes into concepts and categories, and developing a theoretical framework from the resultant categories. A four-phase process was involved: coding, conceptualizing, categorizing, and theorizing, was employed. This process and using NVivo software for data organization and management helped identify patterns, themes, and significant concerns surrounding the study's core subject. The findings from the study were as follows: Firstly, it was revealed that most teachers have a positive perception and attitude towards using Kahoot! for formative assessment, believing that it enhances teaching and learning quality. However, they showed scepticism due to insufficient Information and Communication Technologies knowledge and training. Second, teachers' pedagogical and technological experiences were predominantly enjoyable. Kahoot! was accepted as beneficial for promoting collaboration, interaction, and immediate feedback. Third, the study identified enabling and constraining factors in using Kahoot! for formative assessment. The enabling factors include Kahoot!, which was convenient and accessible, promoted immediate feedback and fostered collaboration and interaction. The constraining factors include Information and Communication Technologies and network interference, which posed limitations. The research concluded that Kahoot! as a platform for formative assessment indeed scaffold mathematical understanding. The study recommends increasing teachers' access to educational technology, incorporating continuous professional development programs, providing subject-specific training, and encouraging teachers to adapt to emerging technologies. The study also provided recommendations for future research to explore learner perceptions, employ a mixed methods approach to help quantify learner performance and investigate the pedagogical and technological experiences of senior phase mathematics teachers regarding formative assessment. , Thesis (MEd) -- Faculty of Education, Secondary and Post-School Education, 2024
- Full Text:
- Date Issued: 2024-04
Gamification Recommendations to address the user experience of the security education and training course at the Nelson Mandela University
- Authors: Mdiniso, Thandokazi
- Date: 2023-04
- Subjects: Gamification , Human-computer interaction , Safety training programs, Nelson Mandela University
- Language: English
- Type: Master's theses , Thesis
- Identifier: http://hdl.handle.net/10948/65053 , vital:74012
- Description: The use of technology alone cannot ensure a secure environment for organisations. Consideration should be given to the human aspect of cybersecurity. User errors are rooted in a lack of awareness and ignorance. A security awareness programme allows organisations to equip employees with the knowledge required to safeguard their data. The Security Education and Training (SEAT) course provided at the Nelson Mandela University seeks to bridge the gap by providing the necessary tools to equip students to be better employees for their future employers. However, the SEAT course is fairly outdated and has a poor user experience. Gamification has therefore been considered to address the user experience of the SEAT course. Incorporating game elements can help to increase the positive user experience of a system. User experience designers use gamification and well-chosen game elements to improve user experience. People enjoy using systems that are full of excitement, and that challenge and encourage a competitive spirit. The primary objective of this study is to provide recommendations for the gamification of the user experience of the SEAT course at the Nelson Mandela University. The primary objective is further divided into several secondary objectives that aim to address the proposed problem. The secondary objectives are to investigate user experience, identifying the most common user experience evaluation methods; to understand gamification and to identify relevant game elements that could enhance the user experience of the SEAT course at the Nelson Mandela University; to evaluate the user experience of the Nelson Mandela University SEAT course and to identify opportunities to implement the identified game elements; to implement the identified game elements into the selected module of the SEAT course. A literature review was conducted to gather an understanding of user experience, user experience evaluation methods, gamification, and game elements. A prototype was created using the information gathered in the literature review, based on a component of the SEAT course. The prototype incorporates different game elements that foster motivation in users. The prototype is used as a proof-of-concept, demonstrating that gamification can address the user experience of the SEAT course. Self-evaluations were conducted on both the SEAT course and the prototype, as a first step in comparing the user experience of the original SEAT course with the proof-of-concept prototype. Finally, gamification recommendations were proposed to address the user experience of the SEAT course. , Thesis (MIT) -- Faculty of Engineering, the Built Environment and Information Technology, School of Information Techonology, 2023
- Full Text:
- Date Issued: 2023-04
- Authors: Mdiniso, Thandokazi
- Date: 2023-04
- Subjects: Gamification , Human-computer interaction , Safety training programs, Nelson Mandela University
- Language: English
- Type: Master's theses , Thesis
- Identifier: http://hdl.handle.net/10948/65053 , vital:74012
- Description: The use of technology alone cannot ensure a secure environment for organisations. Consideration should be given to the human aspect of cybersecurity. User errors are rooted in a lack of awareness and ignorance. A security awareness programme allows organisations to equip employees with the knowledge required to safeguard their data. The Security Education and Training (SEAT) course provided at the Nelson Mandela University seeks to bridge the gap by providing the necessary tools to equip students to be better employees for their future employers. However, the SEAT course is fairly outdated and has a poor user experience. Gamification has therefore been considered to address the user experience of the SEAT course. Incorporating game elements can help to increase the positive user experience of a system. User experience designers use gamification and well-chosen game elements to improve user experience. People enjoy using systems that are full of excitement, and that challenge and encourage a competitive spirit. The primary objective of this study is to provide recommendations for the gamification of the user experience of the SEAT course at the Nelson Mandela University. The primary objective is further divided into several secondary objectives that aim to address the proposed problem. The secondary objectives are to investigate user experience, identifying the most common user experience evaluation methods; to understand gamification and to identify relevant game elements that could enhance the user experience of the SEAT course at the Nelson Mandela University; to evaluate the user experience of the Nelson Mandela University SEAT course and to identify opportunities to implement the identified game elements; to implement the identified game elements into the selected module of the SEAT course. A literature review was conducted to gather an understanding of user experience, user experience evaluation methods, gamification, and game elements. A prototype was created using the information gathered in the literature review, based on a component of the SEAT course. The prototype incorporates different game elements that foster motivation in users. The prototype is used as a proof-of-concept, demonstrating that gamification can address the user experience of the SEAT course. Self-evaluations were conducted on both the SEAT course and the prototype, as a first step in comparing the user experience of the original SEAT course with the proof-of-concept prototype. Finally, gamification recommendations were proposed to address the user experience of the SEAT course. , Thesis (MIT) -- Faculty of Engineering, the Built Environment and Information Technology, School of Information Techonology, 2023
- Full Text:
- Date Issued: 2023-04
Exploring primary school mathematics teachers use of gamification in formative assessment: a case study
- Authors: Simelane, Thando
- Date: 2022-10-14
- Subjects: Kahoot! , Gamification , Technological Pedagogical Content Knowledge , Mathematics Study and teaching (Elementary) Eswatini Shiselweni , Educational technology , Formative assessment
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/405412 , vital:70169
- Description: Technology integration has gained much influence with the emergence of technological tools in educational areas. The vast resources and opportunities that technologies and the Internet have brought new approaches, strategies, and tools to assess learners' performance in many subject areas. Teachers have many computer/mobile device applications and learning management systems. Most teachers are trying new ways of integrating technology into the mathematics classroom to increase the quality of teaching and learning. Thus, this study explored how primary school mathematics teachers use Kahoot as a formative assessment tool. The study adopted an exploratory case study underpinned by the interpretive paradigm. It was conducted in a primary school in the Shiselweni Region in Swaziland. The participants were ten mathematics teachers teaching different grades at the school. Data was generated using observations, workshops, structured questionnaires, journal reflections and focus group interviews. The theoretical and analytical framework that underpinned this study was a combination of Davis' (1989) Technology Acceptance Model (TAM) and Mishra & Koehler's (2006) Technological Pedagogical Content Knowledge (TPACK) framework. The study results showed that the perceptions and attitudes of primary school mathematics teachers towards using Kahoot generally appear to be positive. The study also revealed that all the participants found Kahoot helpful and perceived it as easy to use. The study found that the provision of technical support for teachers; and financial support for schools to implement technology use in the classroom were enabling factors for using Kahoot as a formative assessment technology. Constraining factors were lack of high-speed internet connectivity; and lack of basic technological knowledge for using Kahoot in formative assessment. The study concluded that Kahoot increases learner motivation, engagement, attention, enjoyment, and knowledge retention. This study recommended the integration of Kahoot gamification into the mathematics curriculum.The study recommends that there is a need for schools to initiate the presence of technologies in mathematics classrooms and encourage teachers to integrate technologies assessment and teaching. The study suggest future research to explore use of Kahoot as a formative assessment technology in resource-constrained schooling contexts using multiple cases. , Thesis (MEd) -- Faculty of Education, Education, 2022
- Full Text:
- Date Issued: 2022-10-14
- Authors: Simelane, Thando
- Date: 2022-10-14
- Subjects: Kahoot! , Gamification , Technological Pedagogical Content Knowledge , Mathematics Study and teaching (Elementary) Eswatini Shiselweni , Educational technology , Formative assessment
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/405412 , vital:70169
- Description: Technology integration has gained much influence with the emergence of technological tools in educational areas. The vast resources and opportunities that technologies and the Internet have brought new approaches, strategies, and tools to assess learners' performance in many subject areas. Teachers have many computer/mobile device applications and learning management systems. Most teachers are trying new ways of integrating technology into the mathematics classroom to increase the quality of teaching and learning. Thus, this study explored how primary school mathematics teachers use Kahoot as a formative assessment tool. The study adopted an exploratory case study underpinned by the interpretive paradigm. It was conducted in a primary school in the Shiselweni Region in Swaziland. The participants were ten mathematics teachers teaching different grades at the school. Data was generated using observations, workshops, structured questionnaires, journal reflections and focus group interviews. The theoretical and analytical framework that underpinned this study was a combination of Davis' (1989) Technology Acceptance Model (TAM) and Mishra & Koehler's (2006) Technological Pedagogical Content Knowledge (TPACK) framework. The study results showed that the perceptions and attitudes of primary school mathematics teachers towards using Kahoot generally appear to be positive. The study also revealed that all the participants found Kahoot helpful and perceived it as easy to use. The study found that the provision of technical support for teachers; and financial support for schools to implement technology use in the classroom were enabling factors for using Kahoot as a formative assessment technology. Constraining factors were lack of high-speed internet connectivity; and lack of basic technological knowledge for using Kahoot in formative assessment. The study concluded that Kahoot increases learner motivation, engagement, attention, enjoyment, and knowledge retention. This study recommended the integration of Kahoot gamification into the mathematics curriculum.The study recommends that there is a need for schools to initiate the presence of technologies in mathematics classrooms and encourage teachers to integrate technologies assessment and teaching. The study suggest future research to explore use of Kahoot as a formative assessment technology in resource-constrained schooling contexts using multiple cases. , Thesis (MEd) -- Faculty of Education, Education, 2022
- Full Text:
- Date Issued: 2022-10-14
Gamification technology in teaching: Exploring how mathematics teachers make use of Kahoot! Gamification to facilitate learning of probability in classrooms
- Authors: Mbete, Ayanda
- Date: 2022-10-14
- Subjects: Gamification , Kahoot! , Mathematics Study and teaching (Elementary) South Africa Eastern Cape , Probabilities , Educational technology , Rural schools South Africa Eastern Cape , Technological Pedagogical Content Knowledge , Cultural-historical activity theory
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/405311 , vital:70160
- Description: This study seeks to examine the use of Kahoot! as a gamification technology in practice with Grade six teachers to explore its use in supporting the learning of Probability in Mathematics in rural primary schools. Purposive sampling was adopted wherein nine Grade six mathematics teachers from four rural primary schools in Amathole East district were selected as participants of the study. In addition, to inform this qualitative case study, an interpretive paradigm was adopted. Data was collected using semi-questionnaires, semi-structured interviews, non-participant observations, workshop discussions and reflective journals. The TPACK by Mishra & Koehler (2009) and Vygotsky’s (1978) socio-cultural theory were employed as the lenses through which all the proceedings of the study were based. The key findings indicate that integrating Kahoot! gamification technology, in the ‘Probability’ lesson, has positive consequences such as bringing fun into the classroom, enhancing learner participation, prompt feedback and offering a learner-driven approach to learning as opposed to the conventional teaching strategies. The findings also revealed that enabling and constraining factors are associated with using Kahoot! in teaching: the ICT infrastructure, teachers’ competency levels and the environment in which teaching and learning occurs. This study concluded that the use of Kahoot enhances the learning of probability in rural under-resourced primary schools. This study recommended the integration of Kahoot gamification into the mathematics curriculum. , Thesis (MEd) -- Faculty of Education, Education, 2022
- Full Text:
- Date Issued: 2022-10-14
- Authors: Mbete, Ayanda
- Date: 2022-10-14
- Subjects: Gamification , Kahoot! , Mathematics Study and teaching (Elementary) South Africa Eastern Cape , Probabilities , Educational technology , Rural schools South Africa Eastern Cape , Technological Pedagogical Content Knowledge , Cultural-historical activity theory
- Language: English
- Type: Academic theses , Master's theses , text
- Identifier: http://hdl.handle.net/10962/405311 , vital:70160
- Description: This study seeks to examine the use of Kahoot! as a gamification technology in practice with Grade six teachers to explore its use in supporting the learning of Probability in Mathematics in rural primary schools. Purposive sampling was adopted wherein nine Grade six mathematics teachers from four rural primary schools in Amathole East district were selected as participants of the study. In addition, to inform this qualitative case study, an interpretive paradigm was adopted. Data was collected using semi-questionnaires, semi-structured interviews, non-participant observations, workshop discussions and reflective journals. The TPACK by Mishra & Koehler (2009) and Vygotsky’s (1978) socio-cultural theory were employed as the lenses through which all the proceedings of the study were based. The key findings indicate that integrating Kahoot! gamification technology, in the ‘Probability’ lesson, has positive consequences such as bringing fun into the classroom, enhancing learner participation, prompt feedback and offering a learner-driven approach to learning as opposed to the conventional teaching strategies. The findings also revealed that enabling and constraining factors are associated with using Kahoot! in teaching: the ICT infrastructure, teachers’ competency levels and the environment in which teaching and learning occurs. This study concluded that the use of Kahoot enhances the learning of probability in rural under-resourced primary schools. This study recommended the integration of Kahoot gamification into the mathematics curriculum. , Thesis (MEd) -- Faculty of Education, Education, 2022
- Full Text:
- Date Issued: 2022-10-14
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