Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design

 This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances a...

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Main Authors: Bergström, Emelie, Durowicz, Aleks
Format: Others
Language:English
Published: KTH, Skolan för elektroteknik och datavetenskap (EECS) 2019
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260253
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spelling ndltd-UPSALLA1-oai-DiVA.org-kth-2602532019-10-10T04:32:07ZEstablishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction designengBergström, EmelieDurowicz, AleksKTH, Skolan för elektroteknik och datavetenskap (EECS)KTH, Skolan för elektroteknik och datavetenskap (EECS)2019Interaction designgamificationdigital educationSouth African educationresource distributionComputer and Information SciencesData- och informationsvetenskap This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances are vital for successful implementation. Interviews, observations and analyses of existing games were used to define requirements regarding design and usability, which were implemented through prototypes and evaluated formatively. This study indicates that the requirements of an educational and stimulating digital tool are the most important and suggest consideration of feedback, gamification features, such as storytelling, as well as the balance of formal and informal settings. Furthermore, user characteristics heavily implies low complexity, few distractions and a logical structure. Requirements of appropriate level, in both language and content, also proved to be crucial. However, this demands further assessment before implementation. The developed tool was perceived as suitable and was accepted as a long-term solution to make better use of the current resources. Although the limited time and the difficulty to comprehend the users’ opinions bounded the conclusions, the established requirements are suggested to provide a solid foundation for further research. Detta projekt baseras på en strävan efter ökad förståelse och kunskap för digitala resurser inom matteundervisningen i sydafrikanska kåkstäder. Digital utbildning anses möjliggöra lösningar för nuvarande brister, men kunskap och erfarenhet om lokala förhållanden är avgörande för lyckad implementering. Intervjuer, observationer och analyser av existerande spel användes för att definiera design- och användbarhetskrav, vilka implementerades genom prototyper och utvärderas formativt. Denna studie indikerar att kraven om ett utbildande och stimulerande spel är de mest betydelsefulla och föreslår beaktning av återkoppling, inkludering av spelifiering, exempelvis i form av “storytelling”, samt en balans av formell och informell miljö. Vidare innebär användaregenskaper krav på låg komplexitet, få distraktioner och en logisk struktur. Krav på lämplig nivå, både i fråga om mattekunskap och språk, visade sig också vara vitalt. Dessa krav kräver dock vidare utvärdering inför implementering. Det utvecklade verktyget uppfattades som passande och accepterades som en långsiktig lösning för att bättre utnyttja nuvarande resurser. Trots att tidsbegränsningen och svårigheter att förstå användarnas åsikter begränsade slutsatserna, ger de etablerade kraven en solig grund för framtida forskning. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260253TRITA-EECS-EX ; 2019:403application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language English
format Others
sources NDLTD
topic Interaction design
gamification
digital education
South African education
resource distribution
Computer and Information Sciences
Data- och informationsvetenskap
spellingShingle Interaction design
gamification
digital education
South African education
resource distribution
Computer and Information Sciences
Data- och informationsvetenskap
Bergström, Emelie
Durowicz, Aleks
Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design
description  This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances are vital for successful implementation. Interviews, observations and analyses of existing games were used to define requirements regarding design and usability, which were implemented through prototypes and evaluated formatively. This study indicates that the requirements of an educational and stimulating digital tool are the most important and suggest consideration of feedback, gamification features, such as storytelling, as well as the balance of formal and informal settings. Furthermore, user characteristics heavily implies low complexity, few distractions and a logical structure. Requirements of appropriate level, in both language and content, also proved to be crucial. However, this demands further assessment before implementation. The developed tool was perceived as suitable and was accepted as a long-term solution to make better use of the current resources. Although the limited time and the difficulty to comprehend the users’ opinions bounded the conclusions, the established requirements are suggested to provide a solid foundation for further research. === Detta projekt baseras på en strävan efter ökad förståelse och kunskap för digitala resurser inom matteundervisningen i sydafrikanska kåkstäder. Digital utbildning anses möjliggöra lösningar för nuvarande brister, men kunskap och erfarenhet om lokala förhållanden är avgörande för lyckad implementering. Intervjuer, observationer och analyser av existerande spel användes för att definiera design- och användbarhetskrav, vilka implementerades genom prototyper och utvärderas formativt. Denna studie indikerar att kraven om ett utbildande och stimulerande spel är de mest betydelsefulla och föreslår beaktning av återkoppling, inkludering av spelifiering, exempelvis i form av “storytelling”, samt en balans av formell och informell miljö. Vidare innebär användaregenskaper krav på låg komplexitet, få distraktioner och en logisk struktur. Krav på lämplig nivå, både i fråga om mattekunskap och språk, visade sig också vara vitalt. Dessa krav kräver dock vidare utvärdering inför implementering. Det utvecklade verktyget uppfattades som passande och accepterades som en långsiktig lösning för att bättre utnyttja nuvarande resurser. Trots att tidsbegränsningen och svårigheter att förstå användarnas åsikter begränsade slutsatserna, ger de etablerade kraven en solig grund för framtida forskning.
author Bergström, Emelie
Durowicz, Aleks
author_facet Bergström, Emelie
Durowicz, Aleks
author_sort Bergström, Emelie
title Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design
title_short Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design
title_full Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design
title_fullStr Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design
title_full_unstemmed Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design
title_sort establishing requirements for a gamified digital math tool in a south african township primary school : a case study based on gamification and interaction design
publisher KTH, Skolan för elektroteknik och datavetenskap (EECS)
publishDate 2019
url http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260253
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AT durowiczaleks establishingrequirementsforagamifieddigitalmathtoolinasouthafricantownshipprimaryschoolacasestudybasedongamificationandinteractiondesign
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