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

dc.contributor.advisorMoodley, Kimera
dc.contributor.coadvisorVan Wyk, Mari
dc.contributor.emailu21724084@tuks.co.zaen_US
dc.contributor.postgraduateSabeehah Anver Allie
dc.date.accessioned2023-11-29T06:45:29Z
dc.date.available2023-11-29T06:45:29Z
dc.date.created2024-04
dc.date.issued2023
dc.descriptionDissertation (MEd (Computer Integrated Education))--University of Pretoria, 2023.en_US
dc.description.abstractGamification 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.availabilityUnrestricteden_US
dc.description.degreeMEd (Computer) Integrated Educationen_US
dc.description.departmentScience, Mathematics and Technology Educationen_US
dc.description.facultyFaculty of Educationen_US
dc.description.sdgSDG-04: Quality Educationen_US
dc.identifier.citation*en_US
dc.identifier.otherA2024en_US
dc.identifier.urihttp://hdl.handle.net/2263/93516
dc.language.isoenen_US
dc.publisherUniversity 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.subjectUCTDen_US
dc.subjectBook Widgetsen_US
dc.subjectEngagementen_US
dc.subjectGamificationen_US
dc.subjectGamification elementsen_US
dc.subjectMotivationen_US
dc.subjectParticipationen_US
dc.subjectBook widgets
dc.subjectEngagement
dc.subjectGamification
dc.subjectGamification elements
dc.subjectMotivation
dc.subjectParticipation
dc.subject.otherEducation theses SDG-04
dc.titleBook widgets as a gamification tool to support teaching and learning in Grade 5en_US
dc.typeMini Dissertationen_US

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