Abstract:
The purpose of the research study was to investigate the use of technology in the instruction of programs for youth movements, with a specific focus on the instruction of badge content. A design based, qualitative research methodology was used. Qualitative data was collected through observation, documentation and interviews with a structured questionnaire. Participants in the research project were youth members and team leaders of "Die Voortrekkers".
The research study uses four phases of design based research. The first phase is the analysis of the practical problem, being the accessibility of badges to youth members. In phase two the development of the solution occurs. Phase three is the implementation of the solution and occurred in three cycles. Data was collected during phase three. Data analysis of the structured questionnaires was done via a coding process and code frequency tables. Phase four produced design principles and theories.
Youth members reacted very positive towards the online instruction of badges. Members complete 286 badges online. It cannot be disregarded that the Covid-19 pandemic had an influence on the research study.
The findings of the research study affirm that a learning management system, like Moodle™, can be used to instruct badge contents towards youth members using a design framework and design methodology. The design framework can be used to determine how the contents will be instructed and which assessments, activities, resources, instruction strategies and technology can be used to reach learning goals and -outcomes. The conceptual framework in the study integrated the Technology Pedagogy and Content Knowledge (TPACK) framework, Substitution, Augmentation, Modification and Redefinition (SAMR) model and Triple E framework and is part of the design framework.
The design methodology contains the processes and steps to instruct a course (or badge) in a learning management system for an organization (or youth movement).