Library Portal | UWC Portal | National ETDs | Global ETDs
    • Login
    Contact Us | About Us | FAQs | Login
    View Item 
    •   DSpace Home
    • Faculty of Community and Health Sciences
    • Sport, Recreation and Exercise Science (SRES)
    • Research Articles (SRES)
    • View Item
    •   DSpace Home
    • Faculty of Community and Health Sciences
    • Sport, Recreation and Exercise Science (SRES)
    • Research Articles (SRES)
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Exploring the use of digital gaming to improve student engagement at a resource poor institution in South Africa

    Thumbnail
    View/Open
    Titus_Digital gaming_2014_.pdf (718.1Kb)
    Date
    2014
    Author
    Titus, Simone
    Ng'ambi, Dick
    Metadata
    Show full item record
    Abstract
    Although student engagement has potential to enhance learning and student retention, the use of digital games to achieve this learning outcome remains a challenge in higher education. while the role of gamification is highly predicated in horizon reports to enter mainstream education, the popularity of game-based learning has remained marginal. in this paper we report on the use of game-based learning at a higher education institution where students are pre-disposed to play games outside formal educational settings. this is further compounded by the challenging nature of designing learning activities that fully exploits students' capacity to engage. this paper reports on a case study using game based learning as a tool to mediate engagement for students enrolled in health science education at a resource poor higher education institution in south africa. the aim of this study was to examine the role of a digital game to enhance student engagement within the classroom. by means of mixed methods, this study utilised a design-based enquiry using a case study of sport science curricula. design-based research was used as part of the design and implementation of an interactive learning environment using a technology (gaming) innovation within an education setting. sixty-four students from a sport science department volunteered to participate in this study. quantitative and qualitative data was collected. results indicate that even though 89% if participants indicated that they have played digital games, only 46 % indicated that they have engaged with a digital game for the purpose of learning. baseline data prior to intervention suggested that students did not learn well in groups (70.3%, m=1.91; sd=0.938). however, in post-intervention focus group interviews students expressed that the introduction of a digital game for learning in the classroom aided co-construction of knowledge in a fun and meaningful way. this study concludes that the use of digital games is a valuable mediating tool in sport science education as it strengthens collaborative learning and improves engagement. this paper recommends a strategy to improve engagement and ultimately student retention. this study offers new insight into understanding student engagement within a game based learning environment.
    URI
    http://hdl.handle.net/10566/2710
    Collections
    • Research Articles (Scholarship of Teaching & Learning)
    • Research Articles (SRES)

    DSpace 6.3 | Ubuntu | Copyright © University of the Western Cape
    Contact Us | Send Feedback
    Theme by 
    Atmire NV
     

     

    Browse

    All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

    My Account

    Login

    Statistics

    View Usage Statistics

    DSpace 6.3 | Ubuntu | Copyright © University of the Western Cape
    Contact Us | Send Feedback
    Theme by 
    Atmire NV