dc.contributor.advisor |
Van Zyl, Kobus |
|
dc.contributor.advisor |
Kroeze, Jan H. |
|
dc.contributor.author |
Van der Poll, Arthur Emil
|
|
dc.date.accessioned |
2023-06-23T10:55:42Z |
|
dc.date.available |
2023-06-23T10:55:42Z |
|
dc.date.issued |
2022-11 |
|
dc.identifier.uri |
https://hdl.handle.net/10500/30185 |
|
dc.description.abstract |
Gamification is broadly defined as the use of game elements (for example, points, rewards and
competition) in non-game settings like education, business and government. In information
systems (IS) teaching and learning, gamification should be considered for enhancing students’
motivation, increasing their engagement and stimulating their participation. However, there is a
limited understanding of the social and cultural dynamics that affect student participation and the
adoption of gamification to heighten their motivation for IS learning. Although games are near universal phenomena, they are fundamentally grounded in the ideologies of the Global North.
Subsequently, games often have oppressive qualities that socially exclude students situated in
indigenous settings.
I used social cognitive theory as a theoretical lens through which to understand the complex social
and cultural dynamics that emerge from experiential learning. In collaboration with student
participants and two lecturer participants, I deployed action research as a methodology to construct
knowledge of action learning through game-based technologies. I used qualitative data collection
methods that entail extensive study of the literature, coupled with field notes, semi-structured
interviews and focus groups. In addition, informed grounded theory was used to analyse the
collected data. In this study, I particularly engage in IS theorising to build and make a theoretical,
methodological and practical contribution to the IS body of knowledge.
I conclude that for gamification to become a viable strategy in addressing concerns related to
indigeneity as well as to heighten student motivation for IS learning requires students to design
their own gamification technologies. I specifically argue for the enactment of technical conviviality
in the design of student-led gamification technology. In an effort to break away from the oppressive
status quo in software design, technical conviviality advances the idea that personal ethical,
cultural and social values must be at the center of software design. I synthesized action learning.
and design science research to guide students through the process of designing a convivial
information system. |
en |
dc.format.medium |
1 online resource (xviii, 293 leaves): color illustrations |
|
dc.language.iso |
en |
en |
dc.subject |
Information systems |
en |
dc.subject |
Gamification |
en |
dc.subject |
First year university students |
en |
dc.subject |
Decolonisation |
en |
dc.subject |
Social cognitive theory |
en |
dc.subject |
Action research |
en |
dc.subject |
Design science research |
en |
dc.subject |
Software design |
en |
dc.subject |
Software design |
en |
dc.subject |
Educational technology |
en |
dc.subject.ddc |
371.33453 |
|
dc.subject.lcsh |
Gamification |
en |
dc.subject.lcsh |
Programmed instruction |
en |
dc.subject.lcsh |
Education -- Data processing |
en |
dc.subject.lcsh |
Computer-assisted instruction -- Computer programs |
en |
dc.title |
A social analysis of gamified information systems |
en |
dc.type |
Dissertation |
en |
dc.description.department |
School of Computing |
en |
dc.description.degree |
D. Phil. (Information Systems) |
|