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Exploring Grade 10 learners’ engagement with the Kahoot game in Physical Sciences: action research study in Umgungundlovu District.

dc.contributor.advisorSibanda, Doras.
dc.contributor.authorMbokazi, Nontokozo.
dc.date.accessioned2023-10-26T11:18:39Z
dc.date.available2023-10-26T11:18:39Z
dc.date.created2022
dc.date.issued2022
dc.descriptionMasters Degree. University of KwaZulu-Natal, Durban.en_US
dc.description.abstractDigital educational games can enhance learners’ engagement in learning different concepts. This action research study, therefore, endeavoured to enhance learners’ engagement when learning Physical Sciences via a digital Kahoot game-based learning tool. The qualitative study was carried out with one grade 10 Physical Sciences class, consisting of ten female participants who all opted to participate in this study. Five action research cycles were followed to respond to the research questions. The first action research cycle was conducted by a pre- and postintervention questionnaire that was administered to recognise any shift in learners’ engagement. Learners were then asked to complete diary entries concerning their emotional, behavioural, and cognitive engagement after each of the three Kahoot games played. A teacher log was used to allow reflection concerning the implementation of the intervention. The learners and the researcher spent more time on reflection in the 2nd- 4th action research cycles to implement changes for improving engagement. Learner interviews were conducted finally, with five participants to gain further insight into their engagement. Based on the evidence obtained from the data collection tools, the participants in the study found learning Physical Sciences prior to the game interesting because of watching videos and conducting practical investigations. They viewed Kahoot to be more interesting, exciting, and fun. Learners were not cognitively engaged with learning Physical Sciences via the Kahoot game because it has a cognitively undemanding nature. The outcome was not exactly what was anticipated. That is, I had concealed strong suspicions that the Kahoot game would increase all three dimensions of engagement positively. However, the findings indicated that learning Physical Sciences via the Kahoot game increases two out of three learner engagement dimensions. The findings that emerge from this study will inform the way games and used to promote the teaching and learning of Physical Sciences.en_US
dc.identifier.urihttps://researchspace.ukzn.ac.za/handle/10413/22435
dc.language.isoenen_US
dc.subject.otherDigital educational games.en_US
dc.subject.otherLearner engagement Game-based learning.en_US
dc.subject.otherLearners’ engagement.en_US
dc.subject.otherLearning Physical Sciences.en_US
dc.subject.otherDigital Kahoot game-based learning tool.en_US
dc.titleExploring Grade 10 learners’ engagement with the Kahoot game in Physical Sciences: action research study in Umgungundlovu District.en_US
dc.typeThesisen_US

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