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Exploring how digital game-based learning with reward systems promotes the development of academic self-efficacy in Grade 4 Natural Sciences and Technology learners

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dc.contributor.advisor Olivier, H.
dc.contributor.author Meda, Irine
dc.date.accessioned 2022-09-13T12:04:37Z
dc.date.available 2022-09-13T12:04:37Z
dc.date.issued 2022-01-31
dc.identifier.uri https://hdl.handle.net/10500/29360
dc.description.abstract This study explored the development of academic self-efficacy using Digital Game-Based Learning (DGBL) amongst selected Grade 4 learners. The study adopted a social constructionism paradigm where understandings are cocreated through interpretation. A qualitative explorative and descriptive design was utilized and data from participants was gathered by individual face to face semi-structured interviews, participant observations, participant DGBL journal, research diary and the Adapted Academic Self-Efficacy Scale. Ten (10) Grade 4 participants were sampled using intensity sampling. The researcher selected participants who manifested sufficient intensity to illuminate “the nature of success” regarding the development of academic self-efficacy through DGBL. A study of existing literature confirms that learners are capable of managing their own learning and mastering different subjects when they have a high academic self-efficacy. The empirical results revealed that participants’ academic self-efficacy improved after using DGBL. The study also uncovered the participants’ meaning of academic self-efficacy through DGBL with reward systems. en
dc.format.extent 1 online resource (169 leaves) : color illustrations, color graphs en
dc.language.iso en en
dc.subject Digital game-based learning (DGBL) en
dc.subject Academic self-efficacy en
dc.subject Rewards systems en
dc.subject Sources of self-efficacy en
dc.subject Motivation en
dc.subject Self-competition in DGBL en
dc.subject Academic expectations en
dc.subject Adapted academic self-efficacy scale en
dc.subject Natural Sciences and Technology en
dc.subject Social cognitive theory en
dc.subject.ddc 372.3504409682215
dc.subject.lcsh Science – Study and teaching (Elementary) -- South Africa -- Johannesburg en
dc.subject.lcsh Technology – Study and teaching (Elementary) -- South Africa -- Johannesburg en
dc.subject.lcsh Educational games -- South Africa -- Johannesburg en
dc.subject.lcsh Gamification -- South Africa -- Johannesburg en
dc.subject.lcsh Self-efficacy -- South Africa -- Johannesburg en
dc.subject.lcsh Academic achievement -- South Africa -- Johannesburg en
dc.subject.lcsh Reward (Psychology) in children -- South Africa -- Johannesburg en
dc.title Exploring how digital game-based learning with reward systems promotes the development of academic self-efficacy in Grade 4 Natural Sciences and Technology learners en
dc.type Dissertation en
dc.description.department Psychology of Education en
dc.description.degree M. Ed. (Psychology of Education)


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