Book widgets as a gamification tool to support teaching and learning in Grade 5

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dc.contributor.advisor Moodley, Kimera
dc.contributor.coadvisor Van Wyk, Mari
dc.contributor.postgraduate Sabeehah Anver Allie
dc.date.accessioned 2023-11-29T06:45:29Z
dc.date.available 2023-11-29T06:45:29Z
dc.date.created 2024-04
dc.date.issued 2023
dc.description Dissertation (MEd (Computer Integrated Education))--University of Pretoria, 2023. en_US
dc.description.abstract Gamification has been demonstrated to be helpful in enhancing educational activities as well as motivating students to learn. This study explored the use of a gamification tool to support teachers when facing students with low levels of engagement and participation. Considering the impact of the COVID-19 pandemic and the excessive use of online learning, students have lost interest and motivation to learn in the classroom. Hence, gamification tools like Book Widgets were used to encourage motivation, engagement, and participation to enhance student learning. The research questions guided the study, examines the gamification elements within Book Widgets and demonstrates how the elements are used to motivate students and improve engagement and participation. To address these questions, a gamification evaluation rubric was used, along with a qualitative research design using semi-structured interviews with students from Grade 5 in a private primary school located in Riyadh, Saudi Arabia. In this study, the researcher aimed to gain a better understanding of how the gamification elements in Book Widgets support teaching and learning by providing students with motivation, engagement, and participation within the classroom. Guided by the gamification taxonomy, the results of the analysis showed the students were motivated to learn more and that gamification elements, like badges, time frames, and animations, helped enhance classroom engagement. Moreover, gamification elements in Book Widgets have shown to improve students' attention, motivation, and engagement, as well as participation in various learning activities. Further, the study made a significant contribution to the scholarly community at several levels. Firstly, this study provided an in- depth understanding of the gamification elements of the Book Widget application and how they motivate students both intrinsically and extrinsically and promote engagement and participation in the classroom. Secondly, the researcher is now aware that the Book Widget application does support teaching and learning in the classroom through the incorporation of gamification elements. Lastly, the study contributed to a knowledge gap in gamification regarding the value of gamification elements in education. en_US
dc.description.availability Unrestricted en_US
dc.description.degree MEd (Computer) Integrated Education en_US
dc.description.department Science, Mathematics and Technology Education en_US
dc.description.faculty Faculty of Education en_US
dc.description.sdg SDG-04: Quality Education en_US
dc.identifier.citation * en_US
dc.identifier.other A2024 en_US
dc.identifier.uri http://hdl.handle.net/2263/93516
dc.language.iso en en_US
dc.publisher University of Pretoria
dc.rights © 2023 University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria.
dc.subject UCTD en_US
dc.subject Book Widgets en_US
dc.subject Engagement en_US
dc.subject Gamification en_US
dc.subject Gamification elements en_US
dc.subject Motivation en_US
dc.subject Participation en_US
dc.subject Book widgets
dc.subject Engagement
dc.subject Gamification
dc.subject Gamification elements
dc.subject Motivation
dc.subject Participation
dc.subject.other Education theses SDG-04
dc.title Book widgets as a gamification tool to support teaching and learning in Grade 5 en_US
dc.type Mini Dissertation en_US


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