Using Digital Game-based Learning to Engage the Net Generation of Students in Higher Education: Lecturers9 perceptions in South Africa

Caitlin Armstrong, S. Roodt, S. Mulaji
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Abstract

The Net Generation exhibits distinguishing characteristics, making them fundamentally different from their predecessors. These perceived changes in the Net Generation have implications in Higher Education, as traditional teaching methods were not designed with modern learners in mind. This research examines lecturers’ perceptions of using digital game-based learning (DGBL) to support the teaching of the Net Generation of students in higher education. DGBL may potentially provide a stimulating educational tool aligned with Net Generation learning style and preferences. The research used structured and unstructured questionnaires to survey 22 lecturers in Information Systems departments in seven of the 11 traditional Higher Education institutions in South Africa. The findings showed a tendency of lecturers to resist DGBL and limited knowledge and understanding of what DGBL is and how it can be used within higher education. These findings led to a revised Model of Digital Game-Based Learning called MoDGBL, adding elements’ of ‘Institutional Support’ and ‘Producer Motivation’ as the cornerstones of DGBL implementation.
在高等教育中使用基于数字游戏的学习来吸引网络一代学生:南非讲师的看法
网络一代表现出鲜明的特征,与他们的前辈有着根本的不同。网络一代的这些变化对高等教育产生了影响,因为传统的教学方法并没有考虑到现代学习者。本研究考察了讲师对使用数字游戏学习(DGBL)来支持高等教育网络一代学生教学的看法。DGBL可能会提供一种符合网络一代学习风格和偏好的刺激性教育工具。该研究使用结构化和非结构化问卷调查了南非11所传统高等教育机构中的7所信息系统系的22名讲师。研究结果表明,讲师倾向于抵制DGBL,并且对DGBL是什么以及如何在高等教育中使用DGBL的知识和理解有限。这些发现导致了一种被称为MoDGBL的基于数字游戏的学习模型的修订,添加了“机构支持”和“制作人动机”元素作为DGBL实施的基石。
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