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) |
|