Please use this identifier to cite or link to this item: https://etd.cput.ac.za/handle/20.500.11838/4069
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dc.contributor.advisorDaramola, Justine Olawandeen_US
dc.contributor.authorMamotheti, Makhasane Preciousen_US
dc.date.accessioned2024-04-30T06:40:52Z-
dc.date.available2024-04-30T06:40:52Z-
dc.date.issued2024-
dc.identifier.urihttps://etd.cput.ac.za/handle/20.500.11838/4069-
dc.descriptionThesis (MICT (Information Technology))--Cape Peninsula University of Technology, 2024en_US
dc.description.abstractThere is a consensus through literature that Game-Based learning (GBL) platforms are effective learning tools. Games are always of interest to the younger generation because they serve as a mode of entertainment. However, while providing entertainment, games can also provide additional benefits such as education. A gamified environment can provide a blend of serious learning while making it fun for learners. Some researchers have observed that GBL could stimulate valuable educational outcomes and positively impact a child's life. Although research on GBL has gained popularity in most foreign countries, GBL has not really found its feet in South Africa as an alternative tool to enhance the education environment. Evidence shows that Learners in poor communities in South Africa (SA) are performing poorly academically due to poor student engagement and lack of motivation. Learners in SA, especially the ones from disadvantaged communities need Game-based learning tools to enhance their learning. Therefore, the aim of the study is to identify the requirements needed to build a game-based learning web platform for grade R – 12 learners in South Africa particularly in township schools. A survey was conducted involving participants from 5 South African Schools (2 Primary and 3 Secondary schools) to determine the requirements needed for GBL web platform in SA for disadvantaged learners. A total of 244 students and 37 teachers participated in the survey. Based on the study’s objectives: (1) To determine the type and mode of GBL that is relevant to Grade R- 12 students in South Africa. (2) To design a RE framework for a GBL web platform based on Scrum. (3) To demonstrate how to apply the Scrum-based RE framework for specification on requirements for GBL web platform for grade R-12 learners. (4) To demonstrate how to apply the Scrum-based RE framework for specification on requirements for GBL web platform for grade R-12 learners. This study adopts Design science research (DSR). The research design mapped the phases of DSR to how the Requirements Engineering (RE) Framework was created. Requirements elicitation, which is awareness of the problem, was initiated by sending out a survey to 5 schools. Based on the survey results, most learners see themselves as verbal or social learners, friendly or talkative in terms of personality, only a few said to be quiet and shy. For their learning style, most learners prefer to learn verbally and socially, while some prefer solitary learning. Most learners play games and enjoy playing games, mainly using smartphones. The study found the learners' preferential order of type of games are puzzles, video games, simulation games, word games, and card games. The aspects of visual aesthetics, musical scores, and incentive appeal to most learners. At the same time, there is also a preference for games that involves a challenge, enable competition with peers, and promotes curiosity. Based on the results of requirements elicitation, Scrum RE Framework was designed. The framework defines the process to be followed using Scrum to gather the requirements needed to build a game-based learning system. With the guidance of the Scrum RE framework, Scrum sessions with learners and teachers commenced to formulate user stories to identify, verify and prioritize the requirements. Requirements prioritization was done using MoSCoW techniques. After requirements prioritization, the requirements were then identified in phase 3(Development phase) of DSR. The requirements identified were presented to a group of specialists for evaluation. The requirements were evaluated based on Weiger’s requirements quality model and Pohl’s requirements quality model. System analysts (SA), Business Analysts (BA), and Developers rated the attributes of the requirements and found that; the individual attributes values; Complete, Traceable, Comprehensive, and Consistent are rated very good. Furthermore, the individual attributes; Verifiable, Rated/Prioritize, and Up to date are rated to be very good as well. For Atomic and Unambiguous, attributes were found to be good. While as a set of requirements, the attributes were rated very good for all attributes, thus for Completeness, Consistency, Modifiability, Traceable, and Readability. Meaning Most of the evaluators found the requirements a set to be very good.en_US
dc.language.isoenen_US
dc.publisherCape Peninsula University of Technologyen_US
dc.subjectGame-based learningen_US
dc.subjectGame designen_US
dc.subjectGamificationen_US
dc.subjectAgile software developmenten_US
dc.subjectScrum (Computer software development)en_US
dc.subjectEducational gamesen_US
dc.subjectEducational technologyen_US
dc.subjectEffective teachingen_US
dc.titleScrum requirements engineering for a game-based learning web platform for grade R – 12 learners in South Africaen_US
dc.typeThesisen_US
Appears in Collections:Information Technology - Master's Degree
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