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Education and Information Technologies | 2009

South Africa's readiness to integrate ICT into mathematics and science pedagogy in secondary schools

Sarah J. Howie; A. Seugnet Blignaut

One of South Africa’s identified priorities is the implementation of ICT in education. To this end a phased implementation plan was initiated in 2004 for ICT to be implemented into schools across the country over eight years. During this time South Africa also participated in three international studies undertaken by the International Association for the Evaluation of Educational Achievement (IEA) focusing on ICT in Education. Each of these permitted the country to benchmark its progress in terms of other countries and their implementation of ICT in education. The latest study, SITES 2006 provides a useful set of indicators against which South Africa can evaluate its progress with regard to its implementation of ICT. This paper seeks to evaluate South Africa’s readiness to integrate ICT into mathematics and science classrooms. This was done using a number of indicators of “sustainable change” derived from SITES 2006 and then comparing these to countries such as Chile, Thailand and Norway, the former two with similar context and conditions and the latter with contrasting conditions. The findings reveal that whilst South Africa has made some progress since 1998 in terms of the implementation of ICT in education, that the majority of schools are still in their infancy regarding the acquisition of ICT and most of those who have access are still in the process of trying to integrate the ICT into their teaching and learning. It would appear that more fundamental needs in South Africa’s education system have dominated its priorities.


International Journal of Mobile and Blended Learning | 2012

Motivations for Play in the UFractions Mobile Game in Three Countries

Eeva Nygren; Erkki Sutinen; A. Seugnet Blignaut; Teemu Henrikki Laine; Christo J. Els

UFractions Ubiquitous fractions is a storytelling mobile game that utilizes fraction rods in solving real life related math problems. The prototype of UFractions was tested during the period March 2009 to May 2011 in South Africa, Finland, and Mozambique amongst 279 players, ranging in age from 10 to 32, the majority being grade eight students. A multi-method approach, comprising of both qualitative and quantitative data collection strategies, was employed to develop a trans-cultural taxonomy for play motivation in mobile games, as observed in the evaluation of UFractions, i.e., altruism, challenge, cognitive restlessness, curiosity, fantasy, relations, and technology.


Virtual Reality | 2017

Success factors for serious games to enhance learning: a systematic review

Werner Siegfried Ravyse; A. Seugnet Blignaut; Verona Leendertz; Alex Woolner

There is no doubt that an abundance of factors exists that makes learning with serious games successful. Research articles reporting on these factors, however, tend to focus on select serious game elements and do not combine all salient factors for successful learning with serious games. Addressing this gap is a necessity for the success of serious games and may even alleviate long-standing debates about pedagogy over enjoyment, how much realism is enough or whether artificial intelligence is worth the cost. This article examines existing academic literature from 2000 to 2015, extracting shared serious game success factors that have had an encouraging impact on gameful learning experiences. As such, we subsequently aim to withdraw the field from a perpetual spiral of does-my-game-work research toward more worthwhile why-does-my-game-not-work research. Qualitative content analysis through the constant comparison method (CCM) analyzed a total of 63 articles from a variety of recognized electronic libraries and databases. Through this analysis, we reveal five central serious game themes: backstory and production; realism; artificial intelligence and adaptivity; interaction; and feedback and debriefing, all of which require deliberate intertwining with pedagogical content to ensure successful learning. This review unravels each of the five themes into their constituent factors and consequently presents the factors as practical guidelines that serious games producers should strive to include in their game productions. Applying these recommendations whenever serious games are considered will provide a foundation for effective gameful learning experiences.


Progressio: South African Journal for Open and Distance Learning Practice | 2015

South Africa, Tanzania and Finland: Mathematics Teacher–students opinions about information and communication technology

D. Laubscher; A. Seugnet Blignaut; Hercules Nieuwoudt; Christoffel Johannes Els

Low achievement in Mathematics at school level and during higher education remains a problem not only in South Africa but also worldwide. Information and Communication Technology provides endless opportunities to enhance the teaching and learning of Mathematics. The purpose of this study was to determine and compare teacher-students’ attitudes to Mathematics and ICT in order to plan for efficient, effective and appropriate methods in Mathematics education. A quantitative cross-sectional survey design, comprising a single mode research questionnaire, was distributed to groups of Mathematics teacher-students in South Africa, Tanzania and Finland. Descriptive statistical techniques, reliability and validity of the instrument scale, inferential statistics (ANOVA), and cross-tabulations were used and, where appropriate, effect sizes were calculated. A comparison of the perspectives revealed that the South African and Tanzanian teacher-students had a more positive perspective on ICT than the Finnish students. The teacher-students in the two African countries were also more willing to use ICT than the students in Finland, despite the latter’s increased exposure and access to technology. Future research should be done to determine the appropriate types of technology to enhance teaching and learning as well as teacher-students’ experiences regarding the use of technology in Mathematics education.


International Conference on Mobile and Contextual Learning | 2015

Infinite Possibilities for Using Eyetracking for Mobile Serious Games in Order to Improve User Learning Experiences

A. Seugnet Blignaut

Serious games have, to some degree, relocated from desktops to palmtops. Developers of serious games employ eyetracking as part of their evaluation of user learning experiences on an array of devices. Those who do not use eyetracking for usability evaluation agree that it seems a good idea. This paper provides an initial analysis of literature findings selected according to stringent search criteria to contribute towards a conceptual framework for the use of eyetracking for serious games to improve user learning experiences. Electronic articles were analyzed of which (i) the time span was 1999–2015; (ii) the document type was articles in journals; (iii) the keywords for searches were ‘‘eye tracking AND serious games’’ and some permutations thereof; and (iv) the articles spanned all disciplines. The qualitative analysis of the six identified articles rendered an unexpected large number of 34 findings suited to compilation of the conceptual framework. The findings grouped as six themes; three relating to user learning aspects during gameplay and three relating to eyetracking measures.


The International Journal of Qualitative Methods | 2013

Reflections on the Use of Grounded Theory to Uncover Patterns of Exclusion in an Online Discussion Forum at an Institution of Higher Education

Louise Postma; A. Seugnet Blignaut; Karen Swan; Erkki Sutinen

This article reports on an example of grounded theory methodology used in a case study to describe power inequalities among participants in an online forum at a higher education institution in South Africa. Critical poststructuralist theory informs the study as it investigates how hegemony influences the strategic interaction of participants. An interpretive analysis through coding procedures uncovered elements of intensified exclusion, inequality, and oppression. This took place within a virtual space which is theoretically idealized as an equalizer and promoter of freedom of speech. The process involved in the eliciting of voices and in the analysing and interpreting of subjective accounts is described to give an account of disillusioned experiences with a potentially liberating form of technology. The article contributes to qualitative methodology in applying the generic paradigmatic conditions within grounded theory and illustrates both the interrelatedness and the cyclic nature of the conditions within the specific paradigms of participants.


Progressio: South African Journal for Open and Distance Learning Practice | 2016

AN INDUCTIVELY DERIVED RESEARCH FRAMEWORK FOR STUDENT SATISFACTION IN ODL: THE HIGHER EDUCATION ENVIRONMENT

Marry Mdakane; Christo J. Els; A. Seugnet Blignaut

Student satisfaction, as a key psychological-affective outcome of tertiary education, is a direct measure of the success of Open Distance Learning (ODL). It is therefore vital for ODL Higher Education Institutions to assess and improve student satisfaction constantly. Existing theories on student satisfaction are mostly derived from deductive research, i.e. from research that considers the existing body of knowledge, followed by an investigation of a specific aspect or component, in order to reach a specific conclusion. We, however, maintain the inductive stance that a research framework for student satisfaction in ODL should be derived from students themselves. Accordingly, we purposively collected qualitative data from N=34 South African postgraduate ODL students, representative of various cultural language groups, with regard to student satisfaction. Supported by Atlas.ti, we composed an integrated dataset comprised of students’ responses to two focus-group interviews, as well as students’ written narratives in response to qualitative questions. Through meticulous qualitative data-analysis, we detected data categories, sub-categories, patterns and regularities in the integrated dataset. Theories and findings from the existing corpus of knowledge pertaining to student satisfaction in ODL illuminated our qualitative findings. This paper reports on the knowledge we gained from our participants pertaining to their student satisfaction with the Higher Education (HE) environment, the first of three main research components of an inductively derived research framework for student satisfaction in ODL.


AOSIS Scholarly Books | 2016

A scholarly contribution to educational praxis

A. Seugnet Blignaut; Annelize Cronje; Josef de Beer; Washington T. Dudu; Christo J. Els; Suria Ellis; Myrtle Erasmus; J.M. (Ona) Janse van Rensburg; Alex Kanyimba; Audrey Klopper; Corne Kruger; Annemarie Loubser; Ellen Kakhuta Materechera; Elsa Mentz; Mamolahluwa Mokoena; Neal Petersen; Anita E. Pienaar; Schalk Raath; James Varughese; Connie B. Zulu; Izak Oosthuizen

This publication contains original research targeting scientific specialists in the field of education, through research endeavours grounded on a philosophical basis, as well as being embedded in the empirical. The research methodology of each chapter emanates from applicable philosophical assumptions in the form of an applicable theoretical and conceptual framework. The latter forms a firm basis for the application of sound empiricism. The content of this book adds to the body of scholarly knowledge in education. In his evaluation of the book, Acting Executive Dean, Faculty of Education and Training, Professor Akpovire Oduaran, made the following remarks: ‘To a large extent, the ideas put together in this book have come from data generated not just from literature found in books and journals but actual interactions with educators and the learning environment. So then, what the reader is offered in this volume is the articulation of ideas that have been interrogated, structured and presented in surprisingly simplistic and yet incisive and academically enriching content that can match the standards of scholarship that is available in the Western World. Yet, what makes this book so welcome, relevant and timely, is the fact that it is built around Afrocentric theories and practices such as one may find in imported literature.’


Computers in Education | 2010

ICT in education policy and practice in developing countries: South Africa and Chile compared through SITES 2006

A. Seugnet Blignaut; J. Enrique Hinostroza; Christo J. Els; Mario Brun


Pythagoras | 2013

Technological pedagogical content knowledge in South African mathematics classrooms: a secondary analys of SITES 2006 data

Verona Leendertz; A. Seugnet Blignaut; Hercules Nieuwoudt; Christo J. Els; Suria Ellis

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Erkki Sutinen

University of Eastern Finland

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Annelize Cronje

University of Johannesburg

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